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May. 18th, 2014 08:35 pmName: Tad
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E-Mail: tad (dot) coast (at) gmail (dot) com
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Character Name: Zatanna Zatara
Series: Young Justice
Timeline: Season 1 Episode 26; just after Zatanna attempts to remove Fate's helmet
Canon Resource Link: Zatanna at the Young Justice Wiki
Character History: Zatanna starts life in New York city with her father Giovanni Zatara, who had to raise her on his own after Zatanna's mother was killed. Since she was only two when her mother died Zatanna presumably doesn't remember her. What she does know is that Zatara has been a performing magician and a crime fighter for as long as she can remember, so for her being around superheroes and magic isn't too big of a deal for her.
What is important is being able to do those things on her own; despite (or maybe because of the fact) that Zatara has spent over a decade fighting crime and even joined the Justice League, he's highly reluctant to let his only daughter join the group of teen-aged heroes referred to as "the Team." He first brings her to their headquarters two months after Robin, Kid Flash (Wally West), Aqualad (Kaldur), Miss Martian (M'gann/Megan), Artemis, and Superboy (Conner) start working together. In Zatara's mind it is strictly for a visit, but Zatanna has other ideas since she sees her father as being needlessly overprotective.
Zatanna wastes no time making herself known to the group; she figures out right away that while the adults talk to each other, the other teens are having a psychic conversation that she isn't part of. She calls them on it, saying she's not sure whether it's really cool or really rude, and prompts Superboy to vent what they had been discussing in secret. The Team is still reeling from a recent betrayal by their chaperon Red Tornado, and are eager to find him. The adults see this as unwise, claiming it's Justice League business and the teens shouldn't pursue it. Instead, Zatara suggests they show Zatanna around, which Robin and the others agree to.
In the end, it's merely a ruse; the Team fully plans to go out on their own. Zatanna figures their plan out quickly, and suggests the Team "kidnap" her so they don't have to worry about her telling. The mischievous ploy endears her to Artemis and the others right away, and soon they head out. With no other leads they end up visiting Professor Ivo, the rival of Red Tornado's creator Dr. Morrow. The imprisoned villain proves entirely uncooperative--at least until Zatanna uses her magic to compel him to blurt out the information the Team is after. Despite being new she isn't at all afraid to get involved, and when the group ends up in Yellowstone at Morrow's secret hideout, she quickly changes her outfit to one based off Zatara's costume despite despite Kaldur's advice to stay behind. She does ask if he's ordering her first, although her grin makes it seem like that wouldn't truly matter.
There's a brief battle where it appears Red Tornado has betrayed the Team, but in truth he's trying to help them defeat his "brother," Red Volcano. Thanks to the sacrifices of the other Red "siblings" they succeed, and head back to Happy Harbor. While she had fun on the adventure Zatanna fears she may be grounded for life by her father for sneaking out. Zatara's rant to Black Canary proves her fear is justified, if ultimately exaggerated.
A few weeks later at Halloween, Zatanna arrives at Happy Harbor dressed as a witch. She and the other members are planning on going to a Halloween party at the local high school, which Wally, Conner, and Megan attend. As she watches Megan and Conner interact, Zatanna quickly realizes that they're in a relationship. She jokingly asks Artemis how long the pair have been together, only to realize that Artemis doesn't know. To the contrary, the other girl has a crush on Conner herself, and storms off when she sees what Zatanna has pointed out.
Zatanna is quick to follow, apologizing for revealing things so bluntly; if she hadn't thought it obvious, she wouldn't have said anything. Artemis forgives her but is still in no mood to go to the dance, so Zatanna suggests they have a girls' night instead. It consists of the pair speeding through the city on motorbikes, stopping random crimes in their wake. They have a few encounters with petty criminals, but eventually run into a powerful sword-wielder going by the name of Harm. Neither Zatanna nor Artemis can stop him, and the pair is forced to flee as Harm intends to kill them and use the experience to defeat their mentors Zatara and Green Arrow. They follow a mysterious girl who only says "secret," thinking she's helping them when in fact Secret is leading them to Harm's home. Harm eventually catches up, and knocks out the pair with the power of his sword.
When Zatanna wakes up she's bound to a chair, and worse, has a piece of tape over her mouth, meaning she can't use her magic. Secret shows up, and Zatanna struggles to keep out of her reach as she thinks the girl is aligned with Harm. In fact Secret is there to help, and she pulls away the tape so Zatanna can free herself. It gives Zatanna a few moments to look around what is clearly a girl's bedroom. She finds a picture of Secret and Harm smiling happily together, and asks Secret if she lives there. As she always does, the girl only responds with "secret," leaving a frustrated Zatanna still clueless.
Through the use of an illusion Zatanna manages to distract Harm and free Artemis. The two run again, blowing up Harm's kitchen before ending up in the backyard. There they come across a grave, and moments later Secret, now spectral in form, rises from the ground. They realize that Secret is Greta, Harm's dead sister. Harm comes out, revealing that he killed his sister because he loved her, and to use the sword he had to make himself pure by removing what he loved. Greta shows herself to Harm then, taking his power and allowing Artemis and Zatanna to finally defeat him. Zatanna promises that Greta will be remembered and given a proper burial, which frees the spirit. After, Artemis rants that she can't believe anyone could do what Harm had done to his own sister, and almost says something about herself. Zatanna tries to prompt Artemis to keep going, saying that it's okay if she needs to talk and that secrets always come to the surface, but Artemis claims she has no secrets. Zatanna decides not to push, particularly when they hear sirens in the distance. Someone's called the cops, which as Zatanna points out is no surprise since they've blown up the kitchen, and the pair leave.
Though Zatanna continues to meet with the Team, Zatara still doesn't want her to join. He fears for her safety, though Zatanna once more sees him as being overprotective since it takes her a whole day of bugging her father for him to let her even visit. She's complaining to Artemis about this when suddenly Zatara, Batman, and all the other adults vanish without a trace. The crisis is worldwide, as Zatanna and Robin discover by scouring the web. Believing it to be mystical in origin, Robin suggests Zatanna use a locator spell to find the source, pulling up a video of Zatara doing it previously. Zatanna is nervous, however, as she's never cast the spell and thus is uncertain if she can. With Robin's encouragement she agrees to try, and though she's still clearly unsure, successfully manages to pinpoint the epicenter at Roanoke Island.
Before the Team can head out, a young boy named Billy Batson suddenly appears in the middle of the Cave. They realize this child is the alterego of the adult Captain Marvel; the world has been split into two dimensions by the Lord of Chaos Klarion and several other sorcerers. One dimension has everyone younger than 18, while the other contains all the adults. Because he can transform from a child to an adult and back, Billy can travel between the two. He relays messages from the Team to Batman and Zatara, who are also headed to Roanoke. Despite having a plan, Zatanna is still highly worried, and very eager to see her father again.
Because he is a Lord of Chaos, Klarion is far too powerful for the Team to defeat on their own. In an act of desperation, Zatanna puts on the Helmet of Fate, which allows Doctor Fate, a Lord of Order to take over her body. Both Fate and Zatara obtain the crystal that acts as the anchor for the spell, managing to undo it and reunite the dimensions. Fate refuses to give up Zatanna's body, however, stating that the events of the night prove just how much the world needs him, and that Zatanna, who has a natural affinity for magic, is a perfect host. This would leave Zatanna trapped within her own body, so in an act of love and sacrifice Zatara offers himself in his daughter's place. Fate takes off the helmet, leaving Zatanna with only a few moments to hug her dad before he makes good on his word. Zatanna tries to stop him, saying it was her fault, but it's no use; Doctor Fate takes control, and vanishes with the defeated sorcerers.
Because she now has no guardian, Batman offers to reveal his (and Robin's) identities to her so she can live with them. Zatanna ultimately declines, because even though Batman is a friend of her father's and someone she trusts, moving in with another family feels like giving up on her father to her. So instead she moves into the Cave with Megan and Conner. The other members of the Team help her bring in her things, and offer their support. Zatanna simply smiles and asks to be alone for a bit. Once everyone leaves, she sits down on her bed and breaks down into tears.
The next several weeks are an adjustment for Zatanna, as she struggles with being part of the Team and living without her father. The latter proves much more difficult, and celebrations are often reminders of his absence for her. Thanksgiving in particular proves difficult, as Zatanna cries during the preparation of the meal that is similar to one she would have shared with Zatara. The members of the Team do what they can, and Zatanna grows closer to Robin in particular. She even surprises him on his birthday with a kiss on the cheek.
Although Zatanna does find her place among the heroes, she never forgets about her father. This is particularly so when at the end of December, Doctor Fate is inducted into the Justice League. Zatanna watches the ceremony with the rest of the Team until they get an alert that the villain Cheshire has been spotted at a local airport. The team goes after her plane and finds it crashed, but it's a trap, and the villains lower a force field so they can defeat the superheroes. They're no match for the team, however, with Zatanna using her magic to assist the others, which includes creating a snowstorm.
They capture several of the villains and head back to their headquarters. Although it's a victory, Artemis, Superboy, and M'gann confess that they've each been in contact with member of the evil organization the Light for assorted reasons, and were now being summoned to join the villains. Each confesses the secrets that they suspected would lead the team to reject them, but each found they were accepted by their friends regardless. The group uses the opportunity to their advantage, ambushing the Light and managing to stop several more of them.
They get back to the cave only to be told by Batman that Red Arrow has been a mole for the Light the entire time, spying on the team and feeding their enemies information about them and the Justice League. He says that as a member of the Justice League, Red Arrow is theirs to deal with, but unusual behavior noticed by Robin and a low level mystical energy sensed by Zatanna lead them to suspect there's more going on. As they discuss it, Red Tornado approaches Aqualad with something in hand, but mysteriously shuts down before he can place it on him.
Having previously discovered a human-like android Red Tornado created for himself, half of the team decides to transfer his consciousness into it so they can get some answers, while the rest go after Red Arrow. Black Canary shows up and attacks the teens, but Red Tornado revives in time to warn them and help them escape. He explains that the object, deemed Starro-tech, has been created to put the entire Justice League under the control of Vandal Savage. It's a mix of magic, technology, and alien biology which lets it affect any being, be they human, alien, mystical, or even machine.
Using the help of their allies the team manages to develop a counter for the Starro-tech, and infiltrate the Watchtower. Zatanna personally stops Captain Marvel by forcing him to transform into his powerless child alter-ego, while the rest of the group she's with stops Doctor Fate. She tells the team to go ahead without her, then takes advantage of the fact that Fate is unconscious to try and remove the Helmet. Although she uses her magic to try and force it off, the power bursts back and knocks her away, leaving her to lament that she can't yet save her father from Fate.
The team manages to succeed and save the Justice League, forcing Savage and Klarion to flee. The clock strikes midnight shortly after their victory, and as it's New Years, several members of the team kiss. This includes Zatanna, who acts on the growing feelings between herself and Robin by pulling him over for kiss, much to his surprise.
Abilities/Special Powers: In pure physical strength alone, Zatanna isn't specifically shown to be athletic. However, as part of the team she's very likely being trained by Black Canary, and when Harm throws his sword at her, Zatanna dodges the blade. Additionally, she's also able to keep up with Artemis when they're running from Harm, and her reflexes are good enough for Zatanna to see one of Harm's attacks coming and to knock Artemis out of the way. So it's safe to assume she does have combat training and prowess, even if this isn't her primary asset as a superhero.
That is magic, which to Zatanna comes easily and naturally. She's at least a second generation magician with a great deal of potential to grow. While there are limitations (which will be discussed below), it's heavily implied she can use magic to do just about anything within reason. In order to cast a spell, Zatanna must speak the command backwards and have the energy required to create the desired effect, as it's usually provided by the person using magic. During the course of the first season, she's shown using magic to do the following:
-Compel a person to blurt out information they are trying to withhold
-Change the clothes she and others are wearing, or alter those clothes (removing the heels from her boots), or to create new clothing out of cloth (pants out of a bed sheet)
-Create shields (potentially, as this was a spell she purposely failed at)
-Manipulate material to take on attributes it doesn't possess (causing smoke to become a solid blindfold) or to become something new entirely (transforms a henchman's gun into a snake, then into ropes)
-Create or untie restraints.
-Create illusions of other people. These illusions are intangible and disappear when they are struck.
-Control temperatures of objects (heating metal or freezing water around a person)
-Levitate herself, other people, or objects.
-Create explosions.
-Either reveal a hidden object, in this case the Helmet of Fate, which she presumably used magic to hide. The other theory is that she used magic to actually summon the Helmet to her from a distance, though it's not clear which is the case. It's possible she can do both.
-Season a turkey (yes, I'm serious)
-Open locked/sealed doors
-Manipulate weather in a localized area (specifically, Zatanna creates and dismisses a snowstorm when the team is trapped by use of shields. We also see Zatara summon lightning)
-Create a cloud of smoke to obscure vision.
Then there is magic she uses five years later, and has the potential to develop (or can possibly already do in some cases, but isn't shown)
-Create glamours which deceive the senses. This can be a spell she casts directly (done in the comics, which creates a bubble that prevents the team from being seen or heard), or on an object. Zatanna creates a glamour stone which changes the perceived appearance of the person wearing it.
-Create a hole in a force field (a spell which fails)
-Slow down an enemy's reaction time (a spell which fails)
-Possess a teammate to cast a spell through him.
-Reflect an enemy's spell against them.
-Reinforce the shield created by another teammate.
-Perform a ritual of summoning to access Isis's power (which seems to summon Isis into Zatanna, although Zatanna remains in control from all appearances).
-Taking down an enemy's force field.
Notably, Zatanna is never shown to be fatigued by casting magic at any point during the series. While she herself implies there is a limit, it is presumably pretty high. Zatanna also uses magic all the time, so it's safe to assume she gets a lot of practice with it. She uses her hands to seemingly direct the flow of the magic, and in one instance when trying a more difficult spell, employs a wand likely to help better focus. She can also detect mystical forces within a person, as is the case when Batman is infected with Starro-tech, which has mystical properties. She does not have to cast a spell in order to be able to sense mystical forces from a person close to her.
Her magic does have limitations, however. When asked if she can automatically teleport the team, or teleport someone else to a cell, or force enemies to surrender, Zatanna concludes the list by adding "create world peace." In general, it seems she can perform magic on a localized or small scale, affecting a specific area or a low number of people. Her magic can be resisted if a person has power or will enough of their own; Klarion even goes so far as to call Zatanna's spells "baby magic," and easily shrugs them off. She must be able to speak in order to cast her spells, so when Zatanna is gagged by Harm, she cannot use magic. Incantations that are interrupted also have no effect, as seen when Red Tornado knocks her out before she can create a shield. Zatanna also says that there is more to magic than just speaking the words, and she must be able to focus on new spells in order to cast them successfully. Additionally, she has to have the energy required to cast a spell. Though she can detect mystical forces, Zatanna doesn't appear to be able to detect if a person is a spirit; she doesn't realize Secret is a ghost until she and Artemis see her rising from her own grave.
Third-Person Sample:
Before she even opened her eyes, Zatanna knew something was wrong. It went beyond the blast of magic that had sent her falling back; there must have been a protective spell that must have been on Fate's helmet, but she didn't think that was the cause of whatever had happened. That had seemed like an average concentrated focus of energy, but what she felt now was the low hum of magic...well, pretty much coming from everywhere.
So she wasn't too surprised when she looked up and saw something other than the ceiling of the Watchtower's zeta tube deck. Definitely still confused though. It made sense that Fate would be touchy about his helmet, but sending someone to an alternate magical space, be it in body or illusion, seemed more like Klarion's style than Nabu's. Especially since there was no voice of disapproval when Zatanna sits up, and she was in a bland room rather than the void typical of Fate's possession.
"Okay, so I think we can rule out Kansas." Zatanna murmured softly to herself as she sat up, taking a moment to rub the back of her head. If that magical presence was typical of wherever she was, it was definitely going to take some getting used to. It was kind of like hearing a constant humming noise just at the edge of her range--or a lot like it, and probably was going to give her a headache.
First thing first though, and Zatanna closed her eyes, purposely calling out to the Team with her mind. No response, and after a quick check using the com in her ear resulted in only static, Zatanna realized she was alone.
"Well, might as well try to figure out where I am in that case." Maybe she could wander around and find the source of whatever mystical force she was feeling. Hopefully she'd get some answers along the way, without the inconvenience of too many bad guys to take down first.
First-Person Sample:
[The feed cuts on to show a teenaged girl who seems friendly enough. She certainly isn't showing any of the frustration or confusion typical for newcomers. But Zatanna is pretty good at staying whelmed, even if she's suddenly been dumped off in who-knows-where.
At least there's a phone?]
So, don't get me wrong; the free phone is kind of nice, even if I can't actually dial out. [Because yes, she's tried that. The Team's emergency contacts are all as dead as her com and any telepathic link she might have hoped for.] All things considered though, I kind of wish the kidnapping hadn't come with it.
Not that I've got any idea who I'm talking to now, but if one of the bad guys can hear me? Bad move. I've got some pretty heroic friends--like, Justice League heroic. Capes and everything. [Even if Zatanna thinks the Team is just as good, she opts for the name that carries greater weight behind it.] Whatever you're up to, you're about to get busted in a big way.
So let's call this your chance to earn brownie points: come on out, explain what's going on, and maybe you spare yourself a few bruises when they get here. Because I know them, and they will be coming.
[Pretty big words, right? Well, Zatanna believes it. She knows the Team won't just let her disappearance lie, and they're too good not to find her. They might even be able to hack the transmission she sent out. But the truth is, she's trying to figure out what she can in order to make her own escape first. Being taken prisoner isn't on her list of New Year's resolutions, thanks. She'd much rather be back up at the Watchtower, and maybe if she can gets the person in charge to show their face, she'll get those answers.
And if nothing else, she'll at least feel better once she knows who she's up against. Probably.]
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E-Mail: tad (dot) coast (at) gmail (dot) com
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Character Name: Zatanna Zatara
Series: Young Justice
Timeline: Season 1 Episode 26; just after Zatanna attempts to remove Fate's helmet
Canon Resource Link: Zatanna at the Young Justice Wiki
Character History: Zatanna starts life in New York city with her father Giovanni Zatara, who had to raise her on his own after Zatanna's mother was killed. Since she was only two when her mother died Zatanna presumably doesn't remember her. What she does know is that Zatara has been a performing magician and a crime fighter for as long as she can remember, so for her being around superheroes and magic isn't too big of a deal for her.
What is important is being able to do those things on her own; despite (or maybe because of the fact) that Zatara has spent over a decade fighting crime and even joined the Justice League, he's highly reluctant to let his only daughter join the group of teen-aged heroes referred to as "the Team." He first brings her to their headquarters two months after Robin, Kid Flash (Wally West), Aqualad (Kaldur), Miss Martian (M'gann/Megan), Artemis, and Superboy (Conner) start working together. In Zatara's mind it is strictly for a visit, but Zatanna has other ideas since she sees her father as being needlessly overprotective.
Zatanna wastes no time making herself known to the group; she figures out right away that while the adults talk to each other, the other teens are having a psychic conversation that she isn't part of. She calls them on it, saying she's not sure whether it's really cool or really rude, and prompts Superboy to vent what they had been discussing in secret. The Team is still reeling from a recent betrayal by their chaperon Red Tornado, and are eager to find him. The adults see this as unwise, claiming it's Justice League business and the teens shouldn't pursue it. Instead, Zatara suggests they show Zatanna around, which Robin and the others agree to.
In the end, it's merely a ruse; the Team fully plans to go out on their own. Zatanna figures their plan out quickly, and suggests the Team "kidnap" her so they don't have to worry about her telling. The mischievous ploy endears her to Artemis and the others right away, and soon they head out. With no other leads they end up visiting Professor Ivo, the rival of Red Tornado's creator Dr. Morrow. The imprisoned villain proves entirely uncooperative--at least until Zatanna uses her magic to compel him to blurt out the information the Team is after. Despite being new she isn't at all afraid to get involved, and when the group ends up in Yellowstone at Morrow's secret hideout, she quickly changes her outfit to one based off Zatara's costume despite despite Kaldur's advice to stay behind. She does ask if he's ordering her first, although her grin makes it seem like that wouldn't truly matter.
There's a brief battle where it appears Red Tornado has betrayed the Team, but in truth he's trying to help them defeat his "brother," Red Volcano. Thanks to the sacrifices of the other Red "siblings" they succeed, and head back to Happy Harbor. While she had fun on the adventure Zatanna fears she may be grounded for life by her father for sneaking out. Zatara's rant to Black Canary proves her fear is justified, if ultimately exaggerated.
A few weeks later at Halloween, Zatanna arrives at Happy Harbor dressed as a witch. She and the other members are planning on going to a Halloween party at the local high school, which Wally, Conner, and Megan attend. As she watches Megan and Conner interact, Zatanna quickly realizes that they're in a relationship. She jokingly asks Artemis how long the pair have been together, only to realize that Artemis doesn't know. To the contrary, the other girl has a crush on Conner herself, and storms off when she sees what Zatanna has pointed out.
Zatanna is quick to follow, apologizing for revealing things so bluntly; if she hadn't thought it obvious, she wouldn't have said anything. Artemis forgives her but is still in no mood to go to the dance, so Zatanna suggests they have a girls' night instead. It consists of the pair speeding through the city on motorbikes, stopping random crimes in their wake. They have a few encounters with petty criminals, but eventually run into a powerful sword-wielder going by the name of Harm. Neither Zatanna nor Artemis can stop him, and the pair is forced to flee as Harm intends to kill them and use the experience to defeat their mentors Zatara and Green Arrow. They follow a mysterious girl who only says "secret," thinking she's helping them when in fact Secret is leading them to Harm's home. Harm eventually catches up, and knocks out the pair with the power of his sword.
When Zatanna wakes up she's bound to a chair, and worse, has a piece of tape over her mouth, meaning she can't use her magic. Secret shows up, and Zatanna struggles to keep out of her reach as she thinks the girl is aligned with Harm. In fact Secret is there to help, and she pulls away the tape so Zatanna can free herself. It gives Zatanna a few moments to look around what is clearly a girl's bedroom. She finds a picture of Secret and Harm smiling happily together, and asks Secret if she lives there. As she always does, the girl only responds with "secret," leaving a frustrated Zatanna still clueless.
Through the use of an illusion Zatanna manages to distract Harm and free Artemis. The two run again, blowing up Harm's kitchen before ending up in the backyard. There they come across a grave, and moments later Secret, now spectral in form, rises from the ground. They realize that Secret is Greta, Harm's dead sister. Harm comes out, revealing that he killed his sister because he loved her, and to use the sword he had to make himself pure by removing what he loved. Greta shows herself to Harm then, taking his power and allowing Artemis and Zatanna to finally defeat him. Zatanna promises that Greta will be remembered and given a proper burial, which frees the spirit. After, Artemis rants that she can't believe anyone could do what Harm had done to his own sister, and almost says something about herself. Zatanna tries to prompt Artemis to keep going, saying that it's okay if she needs to talk and that secrets always come to the surface, but Artemis claims she has no secrets. Zatanna decides not to push, particularly when they hear sirens in the distance. Someone's called the cops, which as Zatanna points out is no surprise since they've blown up the kitchen, and the pair leave.
Though Zatanna continues to meet with the Team, Zatara still doesn't want her to join. He fears for her safety, though Zatanna once more sees him as being overprotective since it takes her a whole day of bugging her father for him to let her even visit. She's complaining to Artemis about this when suddenly Zatara, Batman, and all the other adults vanish without a trace. The crisis is worldwide, as Zatanna and Robin discover by scouring the web. Believing it to be mystical in origin, Robin suggests Zatanna use a locator spell to find the source, pulling up a video of Zatara doing it previously. Zatanna is nervous, however, as she's never cast the spell and thus is uncertain if she can. With Robin's encouragement she agrees to try, and though she's still clearly unsure, successfully manages to pinpoint the epicenter at Roanoke Island.
Before the Team can head out, a young boy named Billy Batson suddenly appears in the middle of the Cave. They realize this child is the alterego of the adult Captain Marvel; the world has been split into two dimensions by the Lord of Chaos Klarion and several other sorcerers. One dimension has everyone younger than 18, while the other contains all the adults. Because he can transform from a child to an adult and back, Billy can travel between the two. He relays messages from the Team to Batman and Zatara, who are also headed to Roanoke. Despite having a plan, Zatanna is still highly worried, and very eager to see her father again.
Because he is a Lord of Chaos, Klarion is far too powerful for the Team to defeat on their own. In an act of desperation, Zatanna puts on the Helmet of Fate, which allows Doctor Fate, a Lord of Order to take over her body. Both Fate and Zatara obtain the crystal that acts as the anchor for the spell, managing to undo it and reunite the dimensions. Fate refuses to give up Zatanna's body, however, stating that the events of the night prove just how much the world needs him, and that Zatanna, who has a natural affinity for magic, is a perfect host. This would leave Zatanna trapped within her own body, so in an act of love and sacrifice Zatara offers himself in his daughter's place. Fate takes off the helmet, leaving Zatanna with only a few moments to hug her dad before he makes good on his word. Zatanna tries to stop him, saying it was her fault, but it's no use; Doctor Fate takes control, and vanishes with the defeated sorcerers.
Because she now has no guardian, Batman offers to reveal his (and Robin's) identities to her so she can live with them. Zatanna ultimately declines, because even though Batman is a friend of her father's and someone she trusts, moving in with another family feels like giving up on her father to her. So instead she moves into the Cave with Megan and Conner. The other members of the Team help her bring in her things, and offer their support. Zatanna simply smiles and asks to be alone for a bit. Once everyone leaves, she sits down on her bed and breaks down into tears.
The next several weeks are an adjustment for Zatanna, as she struggles with being part of the Team and living without her father. The latter proves much more difficult, and celebrations are often reminders of his absence for her. Thanksgiving in particular proves difficult, as Zatanna cries during the preparation of the meal that is similar to one she would have shared with Zatara. The members of the Team do what they can, and Zatanna grows closer to Robin in particular. She even surprises him on his birthday with a kiss on the cheek.
Although Zatanna does find her place among the heroes, she never forgets about her father. This is particularly so when at the end of December, Doctor Fate is inducted into the Justice League. Zatanna watches the ceremony with the rest of the Team until they get an alert that the villain Cheshire has been spotted at a local airport. The team goes after her plane and finds it crashed, but it's a trap, and the villains lower a force field so they can defeat the superheroes. They're no match for the team, however, with Zatanna using her magic to assist the others, which includes creating a snowstorm.
They capture several of the villains and head back to their headquarters. Although it's a victory, Artemis, Superboy, and M'gann confess that they've each been in contact with member of the evil organization the Light for assorted reasons, and were now being summoned to join the villains. Each confesses the secrets that they suspected would lead the team to reject them, but each found they were accepted by their friends regardless. The group uses the opportunity to their advantage, ambushing the Light and managing to stop several more of them.
They get back to the cave only to be told by Batman that Red Arrow has been a mole for the Light the entire time, spying on the team and feeding their enemies information about them and the Justice League. He says that as a member of the Justice League, Red Arrow is theirs to deal with, but unusual behavior noticed by Robin and a low level mystical energy sensed by Zatanna lead them to suspect there's more going on. As they discuss it, Red Tornado approaches Aqualad with something in hand, but mysteriously shuts down before he can place it on him.
Having previously discovered a human-like android Red Tornado created for himself, half of the team decides to transfer his consciousness into it so they can get some answers, while the rest go after Red Arrow. Black Canary shows up and attacks the teens, but Red Tornado revives in time to warn them and help them escape. He explains that the object, deemed Starro-tech, has been created to put the entire Justice League under the control of Vandal Savage. It's a mix of magic, technology, and alien biology which lets it affect any being, be they human, alien, mystical, or even machine.
Using the help of their allies the team manages to develop a counter for the Starro-tech, and infiltrate the Watchtower. Zatanna personally stops Captain Marvel by forcing him to transform into his powerless child alter-ego, while the rest of the group she's with stops Doctor Fate. She tells the team to go ahead without her, then takes advantage of the fact that Fate is unconscious to try and remove the Helmet. Although she uses her magic to try and force it off, the power bursts back and knocks her away, leaving her to lament that she can't yet save her father from Fate.
The team manages to succeed and save the Justice League, forcing Savage and Klarion to flee. The clock strikes midnight shortly after their victory, and as it's New Years, several members of the team kiss. This includes Zatanna, who acts on the growing feelings between herself and Robin by pulling him over for kiss, much to his surprise.
Abilities/Special Powers: In pure physical strength alone, Zatanna isn't specifically shown to be athletic. However, as part of the team she's very likely being trained by Black Canary, and when Harm throws his sword at her, Zatanna dodges the blade. Additionally, she's also able to keep up with Artemis when they're running from Harm, and her reflexes are good enough for Zatanna to see one of Harm's attacks coming and to knock Artemis out of the way. So it's safe to assume she does have combat training and prowess, even if this isn't her primary asset as a superhero.
That is magic, which to Zatanna comes easily and naturally. She's at least a second generation magician with a great deal of potential to grow. While there are limitations (which will be discussed below), it's heavily implied she can use magic to do just about anything within reason. In order to cast a spell, Zatanna must speak the command backwards and have the energy required to create the desired effect, as it's usually provided by the person using magic. During the course of the first season, she's shown using magic to do the following:
-Compel a person to blurt out information they are trying to withhold
-Change the clothes she and others are wearing, or alter those clothes (removing the heels from her boots), or to create new clothing out of cloth (pants out of a bed sheet)
-Create shields (potentially, as this was a spell she purposely failed at)
-Manipulate material to take on attributes it doesn't possess (causing smoke to become a solid blindfold) or to become something new entirely (transforms a henchman's gun into a snake, then into ropes)
-Create or untie restraints.
-Create illusions of other people. These illusions are intangible and disappear when they are struck.
-Control temperatures of objects (heating metal or freezing water around a person)
-Levitate herself, other people, or objects.
-Create explosions.
-Either reveal a hidden object, in this case the Helmet of Fate, which she presumably used magic to hide. The other theory is that she used magic to actually summon the Helmet to her from a distance, though it's not clear which is the case. It's possible she can do both.
-Season a turkey (yes, I'm serious)
-Open locked/sealed doors
-Manipulate weather in a localized area (specifically, Zatanna creates and dismisses a snowstorm when the team is trapped by use of shields. We also see Zatara summon lightning)
-Create a cloud of smoke to obscure vision.
Then there is magic she uses five years later, and has the potential to develop (or can possibly already do in some cases, but isn't shown)
-Create glamours which deceive the senses. This can be a spell she casts directly (done in the comics, which creates a bubble that prevents the team from being seen or heard), or on an object. Zatanna creates a glamour stone which changes the perceived appearance of the person wearing it.
-Create a hole in a force field (a spell which fails)
-Slow down an enemy's reaction time (a spell which fails)
-Possess a teammate to cast a spell through him.
-Reflect an enemy's spell against them.
-Reinforce the shield created by another teammate.
-Perform a ritual of summoning to access Isis's power (which seems to summon Isis into Zatanna, although Zatanna remains in control from all appearances).
-Taking down an enemy's force field.
Notably, Zatanna is never shown to be fatigued by casting magic at any point during the series. While she herself implies there is a limit, it is presumably pretty high. Zatanna also uses magic all the time, so it's safe to assume she gets a lot of practice with it. She uses her hands to seemingly direct the flow of the magic, and in one instance when trying a more difficult spell, employs a wand likely to help better focus. She can also detect mystical forces within a person, as is the case when Batman is infected with Starro-tech, which has mystical properties. She does not have to cast a spell in order to be able to sense mystical forces from a person close to her.
Her magic does have limitations, however. When asked if she can automatically teleport the team, or teleport someone else to a cell, or force enemies to surrender, Zatanna concludes the list by adding "create world peace." In general, it seems she can perform magic on a localized or small scale, affecting a specific area or a low number of people. Her magic can be resisted if a person has power or will enough of their own; Klarion even goes so far as to call Zatanna's spells "baby magic," and easily shrugs them off. She must be able to speak in order to cast her spells, so when Zatanna is gagged by Harm, she cannot use magic. Incantations that are interrupted also have no effect, as seen when Red Tornado knocks her out before she can create a shield. Zatanna also says that there is more to magic than just speaking the words, and she must be able to focus on new spells in order to cast them successfully. Additionally, she has to have the energy required to cast a spell. Though she can detect mystical forces, Zatanna doesn't appear to be able to detect if a person is a spirit; she doesn't realize Secret is a ghost until she and Artemis see her rising from her own grave.
Third-Person Sample:
Before she even opened her eyes, Zatanna knew something was wrong. It went beyond the blast of magic that had sent her falling back; there must have been a protective spell that must have been on Fate's helmet, but she didn't think that was the cause of whatever had happened. That had seemed like an average concentrated focus of energy, but what she felt now was the low hum of magic...well, pretty much coming from everywhere.
So she wasn't too surprised when she looked up and saw something other than the ceiling of the Watchtower's zeta tube deck. Definitely still confused though. It made sense that Fate would be touchy about his helmet, but sending someone to an alternate magical space, be it in body or illusion, seemed more like Klarion's style than Nabu's. Especially since there was no voice of disapproval when Zatanna sits up, and she was in a bland room rather than the void typical of Fate's possession.
"Okay, so I think we can rule out Kansas." Zatanna murmured softly to herself as she sat up, taking a moment to rub the back of her head. If that magical presence was typical of wherever she was, it was definitely going to take some getting used to. It was kind of like hearing a constant humming noise just at the edge of her range--or a lot like it, and probably was going to give her a headache.
First thing first though, and Zatanna closed her eyes, purposely calling out to the Team with her mind. No response, and after a quick check using the com in her ear resulted in only static, Zatanna realized she was alone.
"Well, might as well try to figure out where I am in that case." Maybe she could wander around and find the source of whatever mystical force she was feeling. Hopefully she'd get some answers along the way, without the inconvenience of too many bad guys to take down first.
First-Person Sample:
[The feed cuts on to show a teenaged girl who seems friendly enough. She certainly isn't showing any of the frustration or confusion typical for newcomers. But Zatanna is pretty good at staying whelmed, even if she's suddenly been dumped off in who-knows-where.
At least there's a phone?]
So, don't get me wrong; the free phone is kind of nice, even if I can't actually dial out. [Because yes, she's tried that. The Team's emergency contacts are all as dead as her com and any telepathic link she might have hoped for.] All things considered though, I kind of wish the kidnapping hadn't come with it.
Not that I've got any idea who I'm talking to now, but if one of the bad guys can hear me? Bad move. I've got some pretty heroic friends--like, Justice League heroic. Capes and everything. [Even if Zatanna thinks the Team is just as good, she opts for the name that carries greater weight behind it.] Whatever you're up to, you're about to get busted in a big way.
So let's call this your chance to earn brownie points: come on out, explain what's going on, and maybe you spare yourself a few bruises when they get here. Because I know them, and they will be coming.
[Pretty big words, right? Well, Zatanna believes it. She knows the Team won't just let her disappearance lie, and they're too good not to find her. They might even be able to hack the transmission she sent out. But the truth is, she's trying to figure out what she can in order to make her own escape first. Being taken prisoner isn't on her list of New Year's resolutions, thanks. She'd much rather be back up at the Watchtower, and maybe if she can gets the person in charge to show their face, she'll get those answers.
And if nothing else, she'll at least feel better once she knows who she's up against. Probably.]