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Magic is the practice of utilizing certain universal energies and extra-dimensional forces whose nature is beyond the scope of the technologically-oriented science of all known sentient races. It is often used to simulate other powers, such as reality warping, mind control and elemental attacks.

Usually, magic is derived from three major sources: personal powers of the mind/soul/body, derived through developing one's own psychic resources (mesmerism, astral projection, thought-casting, etc.), powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection), and finally, powers gained through the tapping of extra-dimensional energy by invoking entities or objects of power existing in mystical dimensions tangential to our own. The latter means of power is usually gained by the recitation of spells, either ritualized ones found in various mystical texts or by original spells invoking extra-dimensional assistance.


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Magnetism manipulation

Magnetism manipulation is the ability to control and/or generate magnetic fields.

  • Electromagnetic Sight: The ability to perceive the surrounding environment as patterns of magnetic and electrical energy. The natural magnetic auras surrounding living beings can also be seen in this way.
  • Energy Absorption: The ability to absorb different bands of the electromagnetic spectrum via magnetic force to temporarily boost the user’s own strengths.
  • Geomagnetic Link: Since most users of this power are tied very closely to Earth's EM Field, they are highly sensitive any changes that it might undergo. This link also means that Earth lends them strength by its simple existence, and as a result they are granted an odd sort of immortality.
  • Magnetic Flight: The ability to fly by either gliding along the planet's natural magnetic lines of force or simply creating a repulsive force between the user(s) and the planet.
  • Magnetic Force-Fields: The ability to erect a powerful force field that can be quickly expanded to protect large areas, or even used to suspend objects in the air.
  • Magnetic Pulse: The ability to focus magnetic energy into powerful concussive blasts for various purposes.
  • Metallic Bonding: The power to atomically bond metallic substances to any designated surface material. This technique allows metallic alloys to be blended with the earth, water, and air.
  • Organic Iron Manipulation: The ability to control the traces of iron within organic matter, which allows full control over an opponent's body. This power can manipulate the iron-enriched blood-flow to one's brain to induce aneurysms or unconsciousness, alter thoughts and perceptions, or blank a person's mind completely. It can even remove ferrous compounds from the bloodstream entirely through a person's skin.
  • Superhuman Stamina: By drawing on Earth’s magnetic field, a user can dramatically increase the overall efficiency of his/her musculature. While enhanced in this way, the muscles produce considerably less fatigue toxins than the musculature of a normal human, allowing for far greater endurance during physical activity.
  • Superhuman Strength: The vast amounts of magnetic energy contained in Earth’s EM field can be channeled through the body for the purpose of granting vast superhuman strength of undefined limits.

Promenent magnetism manipulators:

For a more complete list of characters who can control magnetism and articles related to this topic, see Magnetokinesis

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Malibu Comics

Malibu Comics is a publishing company for Comic Books in the 1990's. Marvel bought the company and transferred all of it's characters, (Mostly from the Ultraverse) to the Marvel Multiverse.

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Marvel 2099

An alternate future universe, containing such heroes as Ravage 2099, Spider-Man 2099 and many others.

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Mass Accruing

The process by which an organism who decreases in size and weight extends bodily mass extra-dimensionally.

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Marvel Age Magazine

Marvel Age was the title of a promotional comic book-sized magazine from Marvel Comics in the 1980s. It contained previews of upcoming Marvel comics, as well as interviews with comics professionals and other features. Its $0.25-0.35 (USD) cover price was much cheaper than regular Marvel comics of the era.

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Marvel Alterniverse

Marvel Alterniverse began as an imprint of Marvel Comics designed to encompass all imaginary, alternate-world, What If...?, and similar stories published by Marvel Comics. Though the imprint is now defunct, it supposedly continues as a "lab" of Marvel Comics experimenting in new ideas.

Following an inter-office shake-up in 1994, Tom DeFalco was removed as Editor-in-Chief of Marvel Comics. Rather than name a successor, Marvel instead appointed five "Editors-in-chief," each of whom woud oversee a certain number of titles and, by extension, a certain portion of the marvel universe. This change was reflected externally by collecting all Marvel monthlies into broad groups: the X-Men titles, the Spider-Man titles, and three new imprints. Bob Harras continued to oversee the X-Men titles, Mark Gruenwald helmed the new Marvel Heroes Imprint imprint, Bob Budiansky helmed the Spider-Man titles, Bobbie Chase took over the new Marvel Edge imprint, and Carl Potts oversaw the Licensed Books and Marvel Alterniverse imprint.

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Marvel Database Project

(aka MDP) This very site! Our goal, to create the largest online database of information on the Marvel Comics Universe. Inspired by the Official Handbook of the Marvel Universe.

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Marvel Heroes

Marvel Heroes was a short-lived imprint of Marvel Comics

Following an inter-office shake-up in 1994, Tom DeFalco was removed as Editor-in-Chief of Marvel Comics. Rather than name a successor, Marvel instead appointed five "Editors-in-chief," each of whom woud oversee a certain number of titles and, by extension, a certain portion of the marvel universe. This change was reflected externally by collecting all Marvel monthlies into broad groups: the X-Men titles, the Spider-Man titles, and three new imprints. Bob Harras continued to oversee the X-Men titles, Bob Budiansky helmed the Spider-Man titles, Carl Potts oversaw the Licensed Books and Marvel Alterniverse imprint, Bobbie Chase took over the new “Marvel Edge” imprint, and Mark Gruenwald helmed the new Marvel Heroes imprint.

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Marvel Music

Marvel Music was a short-lived Marvel Comics imprint published in the mid-90's. These comics featured the life story of famous musicians and bands some being closely biographical while others only being loosely based.

  • Tale Of The Tuff Gong #1-3 based of the life of Bob Marley (1994-1995)
  • Alice Cooper: The Last Temptation #1-3 based on the life of Alice Cooper (1994)
  • Voodoo Lounge based on the life of The Rolling Stones (1995)
  • Break The Chain based on the life of KRS-One - issue included a Rap music reading of the comic (1994?)
  • "Marty Party In Space" based on the life of Marty Stuart (1995)

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Marvel Next

Marvel Next is an initiative that was launched by Marvel Comics in early 2005. It was designed to spotlight several unrelated titles that feature young protagonists. Like the Tsunami imprint before it, it aims to attract young readers. Marvel Next titles carry a "Marvel Next" tag on the cover, but not in the place imprint names generally carry their logos.

The titles are set in the Marvel Universe and most of them (Araña, Young Avengers, Runaways, and Amazing Fantasy) all have connections to pre-existing titles (taking advantage of settings, characters and events from previous stories).

Crossover There has been little or no crossover between the various comics. However, the Young Avengers and the Runaways have been mentioned in one-anothers' comics.

Thus far, the closest thing to a crossover has centered on the fictional drug MGH. It has appeared in numerous Marvel titles over the past few years, but recently appeared in a two-part Young Avengers story in Autumn 2005. The following month, the Runaways were asked to fight the Pusher Man, an MGH dealer.

Gravity has appeared in Marvel Team-Up, alongside other new heroes such as Araña and X-23, and Excelsior member Darkhawk.

In a press conference, Joe Quesada announced that, as part of the Marvel Civil War event, a miniseries called Civil War: Young Avengers/Runaways would be published.

Marvel Next titles



(See Also: Joe Quesada on Marvel Next; features on all Marvel Next)
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Marvel Universe Cards

Marvel Universe Cards were collectible trading cards based on the characters and events of the Marvel Universe.

The first series was published by Impel in 1990. The cards featured categories such as Super Heroes, Super Villains, Rookies, Famous Battles, and Team Pictures. The concept spawned several more series and imitations such as DC Cosmic Cards.

Each card in the 1990 series features a character or event on the front of the card, and a number of statistics (such as Real Name, Battles Fought, First Appearance, etc) and a short biography on the back.

[top] [Edit Marvel Universe Cards]


A being who can physically change shape and appearance. If the transformation requires the addition or subtraction of mass, the mass accruing or mass shunting process is involved. Also called polymorph.

[top] [Edit Metamorph]


A parallel universe that can be reached from the Earth dimension by compressing one's own mass to a certain point, thereby forcing it through an artificially created nexus into the other universe. Microverses were once erroneously believed to exist within atoms.

[top] [Edit Microverse]


A world existing within parallel universe known as microverse. Micro-worlds were once erroneously believed to exist on subatomic particles.

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Mind control

In comics, mind control often appears as the means whereby a person literally seizes control of the minds of the victims to the point where not only their bodies come under direct control, but also their consciousnesses as well, so that they become puppets or slaves to the controller. Fiction often depicts this process taking place electronically; the trademark equipment of the Batman supervillain The Mad Hatter - headgear designed to put victims under his control when placed in direct physical contact with the head—furnishes one example of this. In addition, characters with powerful telepathic or psychic abilities, like Professor X and Phoenix of the X-Men, can do the same with mental concentration against a target

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Montesi Formula

A spell contained in the Darkhold capable of destroying all vampires utterly.

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Something capable of making cellular-level changes in a living organism.

[top] [Edit Mutagenic]


A being who was born with physical characteristic not possessed by either of its parents.

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A being who acquires a physical characteristic through exposure to a mutagenic agent such as certain chemicals or radiation. All superhumans who were not born with their superhuman powers are mutates.

Mutates refers to characters that have been somehow genetically mutated in order to attain their superhuman abilities, for example by exposure to radiation or toxic waste, or through the bite of a genetically-engineered insect, et cetera.
(See Also: Category:Mutants, for individuals born with their abilities)
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The process or result of a cellular-level change in a living organism. A good mutation is one that benefits the organism in some way, such as the acquisition of a spare heart, Increased cerebral capacity, or a superhuman ability. A bad mutation is one that impairs the organism in some way, such as a deformity. Many special traits or powers are the result of a body-wide series of good mutations, not just the mutation of single cell.

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This article uses material from the "Glossary:M" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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