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Magic Teenagers (13-18)
Adults (18+)
fantasy magic monsters myth RPG scifi
Hex-Girl
Hex-Girl
Comic - Action
Magic is real and it sucks.

Malison Talbot, aka, the Hardcore Hex-Girl, is a super detective, afflicted with 999 magical hexes, which hinder and help her throughout her adventures and misadventures protecting the world from the secret forces of magic.
Fortune
Fortune
Comic - Action
Fortune teases the threads of fate, family, and questionable life choices, weaving them into an adventure where prophecy might be real, free will might be overrated, and the world’s balance may depend on people who can barely balance themselves.
Classic Phineus: Magician for Hire
Classic Phineus: Magician for Hire
Comic - Action
The first 20 years of Phineus. 1992 - 2012. Phineus and Sara act as paranor.al investigators in Pittsburgh and fight all manner of monsters and villains. He casts spells, she shoots things.
POLARBEAR
POLARBEAR
Comic - Action
In a world where phenomena take physical forms in the real world. Mare Poles finds himself to be in the middle of catastrophe as he alone is informed the world will end in 22 days. Mare has to fight through the world as detectives, demons, beasts and godly entities mettle with his unlucky life.
Haunt
Haunt
Comic - Action
The rise of a superhero, the arrival of the dread monster Humbaba from outer space, occult conspiracies, and the arrival of giant monsters. Can a sci-fi nerd embrace magick in order to save the world? Find out!
Phineus: Teen Wizard
Phineus: Teen Wizard
Comic - Action
Phineus and friends in magic school. The 80s were magical!
Dr. Pyro
Dr. Pyro
Comic - Action
Dr. Pyro follows the story of a mysterious alien named Pyro trying to find his place in the universe.
Pen Man
Pen Man
Comic - Action
Mild mannered college student Mark Pierce is given incredible powers that he doesn't understand and doesn't want, by beings he doesn't trust. Now he must find a way to navigate in a world where he's simply a pawn in much larger game.
Mascot & Company
Mascot & Company
Comic - Action
Phoenixes, and Grim Reapers, once mythical, now sell couches and represent resorts as mascots in a city full of magical contracts, demons, and a shadowy Boss adorned in company logos. Jazmara and Sunny run an agency to help mascots but when a new case lands on their lap they're in for more than they bargain for.