When your house comes to life and tries digesting you in its basement, when all of the village kids are kidnapped by evil fairies, when a portal to Hell opens and unleashes bedlam on the land of the living, who you gonna call?
When it comes to the supernatural and all things that simple science cannot explain, one usually turns to a specialist. Mediums, demon hunters, Vampire Hunters, Occult Detectives, alchemists, legit fortune tellers, Blue Collar Warlocks, freelance exorcists, reformed demons, Magical Girls (even the warrior ones) even Stage Magician superheroes, there are always people who are trained (be it professionally or on the streets) how to handle these kinds of situations. In a world were Magical Society is underground, these teams are usually made of a Ragtag Bunch of Misfits, keeping to the shadows due to whatever gift or curse they carry around.
When the world is full of heroes, be they space aliens, fish-men or men and women of science, the Supernatural Team was formed with the purpose of working together to dispel supernatural threats in a "fight fire with fire" situation.
Given the archaic and often story-breaking nature of trained magicians, the team usually crosses over with Anti-Hero Team. See also Identically Powered Team, Legion of Doom, Super Team and Token Wizard.
- DC Comics:
- The "Trenchcoat Brigade" in DC Comics The Books of Magic is one, assembled for the express purpose of protecting Timothy Hunter and introducing him to magic, and consisting of John Constantine, Dr. Occult, The Phantom Stranger and Mr. E.
- Justice League Dark was established by Madame Xanadu as a precaution when she foresaw the Enchantress going on a devastating rampage. The recurring theme between the members is that they are all magical or supernatural in one form or another (many of which published by the DC imprint Vertigo Comics), including Zatanna, Deadman, Shade, the Changing Man, John Constantine, Swamp Thing, and so on.
- The Shadowpact, composed of Enchantress, Ragman, Blue Devil, Detective Chimp, Nightshade and Nightmaster.
- Marvel Comics:
- S.H.I.E.L.D.'s Howling Commandos, a Monster Mash of various creatures that fight the supernatural. One incarnation works under Special Threat Assessment for Known Extranormalities (S.T.A.K.E.), which deals with supernatural occurrences (unrelated to Wizardry Alchemy Necromancy Department, a.k.a. W.A.N.D., which deals with other magic).
- The Legion of Monsters are a group that functions similarly to the Howling Commandos, but without government oversight.
- The Midnight Sons are a group formed at various times by Doctor Strange or Morbius to face many supernatural threats.
- In Immortal Iron Fist, the Immortal Weapons are a group that each use Ki Manipulation to face off against their enemies, with each member having his or her own specialties.
- The Masters of the Mystic Arts from Doctor Strange are a secret group of sorcerers that harness interdimensional energies in the form of magic to combat cosmic threats. So far, they are the only exclusively magical group in the Marvel Cinematic Universe, every other hero group composed of science heroes, scientifically-enhanced individuals or aliens.
- The Mystic Force Rangers from the Power Rangers franchise are a Power Rangers team composed exclusively of magic users. Their morphers were magic wands before they were turned into phones (both for their modern sensibilities and for them to punch in codes as spells), they fight an army of demons, vampires and evil wizards and act as both guardians to the humans in Briarwood and the neighboring magical pocket dimension that exists within the neighboring forest.
- In Mage: The Awakening, the default "Cabal" of Player Characters is one of these, for obvious reasons. Mages are distinguished by Paths, which define the areas of magic (e.g.: Life, Time, etc.) in which they're most proficient; Legacies, which help them hone specific abilities; and Orders, which adopt specific philosophies to develop their skills and function in the mundane world.
- Shadowrun 3rd Edition supplement Shadowrun Companion. One of the alternate campaign concepts is "Double Double Toil and Trouble", in which a team of shadowrunners with magical skills (hermetic mages, shamans, physical adepts, etc.) investigate and deal with Awakened supernatural threats (blood magic users, vampires, insect spirits/shamans, toxic spirits/shamans, shedim, Earthdawn Horrors, etc.).
- Dragon Quest VI: The hilariously broken Job System lets you keep the spells learned in one job to another, no matter how inappropriate for the job or the character. Thus it's possible to field an entire team of gladiators who have just enough mana to fully heal themselves when they finally get low on HP, or sages who can punch their way through the enemies they didn't set on fire.
- Dragon Quest IX: It's possible to set up a party this way thanks to the Job System. It can be quite effective in boss battles, as hitting the same enemy with the same spell or ability causes additional combo damage, but it's best suited for endgame dungeons after the HP bonuses from other classes have been taken.
- Technically every character in Golden Sun is a spellcaster (of the Magic Knight or Kung-Fu Wizard variety), but once all eight characters have been found in Golden Sun: The Lost Age, putting the four Magic Knight characters in the back will leave a severely underpowered team, since despite the flashy graphics and wide area of effect, endgame spells are simply less effective than hitting the enemy until it dies.
- The eponymous Jericho Squad of Clive Barker's Jericho. Put together to handle supernatural threats, their abilities range from Healing Hands to Religion Is Magic to Playing with Fire to Mind over Matter, and that's not even getting into one user of Sufficiently Advanced Technology capable of inducing a Stable Time Loop to reload weapons.
- 8-Bit Theater: In a Brick Joke spanning nearly the comic's entire length, Chaos is defeated by a party made of four White Mages, none of which are part of the main characters (Fighter, Black Mage, Thief and The Red Mage).
- The protagonists of morphE, an RPG-Mechanics Verse based on Mage: The Awakening, are all freshly-minted Mages: a Street Smart Healer and tactical shapeshifter, a cripplingly shy teenager who wields darkness and decay, a scatterbrained young man with power over Fate, a skeptical Mind Manipulator, and an Insufferable Genius wielder of Pure Magic.
- Played for Laughs in The Order of the Stick when Durkon and Hilgya briefly form "Team Cleric", whose main strategy is to heal each other of all injuries until their attackers get fed up and leave.
- The Order of the Triad from The Venture Bros. are a three-man group of heroes associated with the supernatural in one form or another. Dr. Orpheus is a dramatic master necromancer, sorcerer and guardian against cosmic peril. The Alchemist is a Straight Gay mage with the power of transmutation and is able to tell if someone is lying. Jefferson Twilight, while not a trained mystic himself, is a skilled vampire hunter with a magic, vampire-tracking eye and seems to have the latent ability to be between worlds, allowing Orpheus, the Alchemist and the Outrider safe passage out of Hell.