The Power to Remake the World
In an age long gone, mortals dethroned the gods and seized the heavens for their own. And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthright - the power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth.
A Storytelling Game of Modern Sorcery
* Provides everything you need to tell your own stories in the occult world of the Awakened, including details of the various orders and paths of magic, and many secrets of the World of Darkness. Requires the World of Darkness rulebook for play.
*Presents the most comprehensive and freeform magic system ever achieved in gaming, allowing characters to cast nearly any spell imaginable.
* Features Boston as a fully fleshed-out, ready-to-play setting.
* Features artwork by the acclaimed Michael Kaluta.
A Sheet for Everything
The Awakened struggle to rebuild their societies and carve out their own kingdoms on Earth. Witch, technomancer, shaman - which one are you?
A Play Aid for Mage: The Awakening
* Preprinted character sheets, customized for every playable path and order.
* Easy to photocopy or use as is - no need to photocopy your rulebook.
* Every player needs a sheet, making this a valuable play aid.
All You Need Before Your Eyes
There's nothing more frustrating for a Mage: The Awakening Storyteller than searching for that one rule during a game. Well, that and needing to use a spell and not having enough Quintessence. At least we can solve the first one.
* Four-panel screen displays all the necessary rules and charts for easy reference during game sessions.
* Made of thick, durable cardboard stock (like the cover of a hardback book) - no flimsy screen here.
Nothing ventured, nothing gained
The Awakened gambled when they dethroned the gods and seized the heavens- and lost. Will they roll better when they rebuild their traditions, or suffer again at the whim of chance?
Roll to win
White Wolf® continues to support the World of Darkness® and Mage: The Awakening with this attractive new dice set. Each set comes with 10 dice that capture the look of the game - all the 10-sided dice you need for the new Storytelling System. The target numbers on each die are different colors to make successful rolls stand out.
The Dragons Talon
Existence is war. The Exarchs power cannot be thrown off by calm words and gentle gestures. The Banishers wont relent if they see youre harmless. Sometimes you need to fight harder than youve ever fought before swift and unbreakable, like arrows made of adamantine.
A Character Book for Mage: The Awakening
* The history, society and culture of the Adamantine Arrow
* Artifacts and spells to aid the Arrows constant struggle
* Allies and antagonists of the Ungula Draconis
"Listen. Can you hear it? The thunder of your soul, roaring within the thousand thousand worlds that exist within you.
Gods are there, inside you. Worlds of dream and knowledge, chains of purest gold that bind you to each and every other mind that walks this earth.
Sink beneath this base flesh and find the noble self within. Read the words written on your soul. Speak the names you find there. Set yourself free." - Aristarchus, Moros lorekeeper of the Adamantine Arrow
This book includes:
* Information on navigating Oneiros, Temenos and the Anima Mundi
* Dangerous denizens of the Astral, including the daimon spirit guides
* Artifacts and things of dream to aid a mages dreamquest
* Six sample realms awaiting the adventurous
Astral Realms is a supplement for Mage: The Awakening.
Suffer Not the Witch
Only a few have the vision to see magic for what it is - anathema. Those who wield this unnatural power must be converted or destroyed, lest they unravel the fabric of the world itself. This is the crusade of the few, the zealous - the Banishers.
* A look at the varied motives and methods of those Awakened who oppose magic
* Magical spells and tools used by the Banishers
* Sample cults and cabals, and guidelines on roleplaying the crusade
That Old Black Magic. The first European mages to arrive in New England made dark compacts and concords that still affect the region to this day. From ancient oaths signed in blood to the dying curses of witches, Boston's modern mages are bound by fates not of their own making. The region's history weighs heavily on the shoulders of all - even from beyond the grave. The sourcebook for Mage: The Awakening provides complete details on Mage's signature city, including a detailed secret history, geographical overview, and details on magical movers and shakers, malcontents and looming threats.
Includes new magical orders to join, new spells to cast, and much more for Mage players.
Rethink it. Rethink what you know about magic. About human history. About what's real and what's myth.
The Free Council is questioning everything. Sometimes this leads to new breakthroughs in sorcery. Sometimes this leads to disaster. What it never creates is trust. An Order book for Mage: The Awakening
The definitive guide on the youngest of the five Orders of Atlantean magic.
An insider's look at the Free Council, including unique cabals blending technology and magic, new spells and rotes, and artifacts utilizing both science and magic.
A history of the Free Council and an exploration of the cults, clubs and cells that make up its unusual social structure
and how to tell thrilling stories using it all.
Words of Power
Hidden within the covers of innocuous books, written in fire on pages of brass, uttered in ancient tongues on mysterious recordings - the power of the Supernal can be trapped in physical form. For those who unlock the secrets of the grimoires, great majesty and great peril await.
Grimoire of Grimoires includes:
* 18 new grimoires offering great power and great danger
* New spells, legacies and blessings conferred by these works of power
* Peculiar new grimoire forms, from a popular fantasy series to a black metal album
A Chronicle Book for Mage: The Awakening
"Who are we? Don't ask for secrets if you cannot keep them. Do you wish to take this step? Good. We are the secret police of the Awakened, charged with our task by the kings of lost Atlantis. We watch and judge the Gifted for any sign of malpractice of their Art, for we knew of old that the Abyssal taint of miscast spells risks the very universe. To remain pure, magic must be kept secret - and we make sure it stays that way."
-- Coatlicue, famulus Susceptor of the order
Guardians of the Veil is a 224 page hardcover supplement for Mage: The Awakening.
* The history, culture and society of the spies of old Atlantis
* Factions within the order, the three Veils of initiation and the 49 Masques worn to change identities
* New spells, enchanted items and Legacies
From beyond, they come. They are spawned of That Which Is Not, and they hunger for That Which Is. There are a thousand-thousand blasphemies reflected into the gaze of the Abyss, and a thousand-thousand more beyond sight. One by one, slithering in secret, they crawl into the world. The day will come when the Awakened look up from their tomes and ruins and petty factionalism, and wonder where all the light in the world has gone. But it will be too late, then. --Govannon, Guardian of the Veil, archivist of Abyssal manifestations
After the Fall of Atlantis, mages wandered as exiles in the wilderness, forced to eke a living without the protection of their grand city. With new eyes, they explored the world they had so long ignored, unhindered by Atlantean creed. They discovered that magic was not born in Atlantis - it had always existed, hidden in the land itself. Sometimes, even Sleepers knew more of it than mages. From this primal knowledge, the exiles created legacies whose names have reverberated throughout time. A sourcebook for Mage: The Awakening containing 13 new legacies for players to choose from.
Mages aspire to greatness, and none more so than those who craft their souls with the techniques of the sublime - legacies that invoke awe and terror. Legacies: The Sublime details 13 all-new legacies, the specialized magical paths that result from soulshaping and grant unique mystical attainments. Each legacy features a detailed history and organization along with its own unique attainments. Legacies: The Sublime also provides complete rules for designing your own legacies.
The world is a broken radio.
The Fallen World secretly receives broadcasts of higher truths from the Supernal World, but the signal is weak and becomes distorted by the noise of the Abyss. The carrier wave is hidden in a thousand different forms, from ideas to things, all unrecognizable as truth.
The pure signal is easiest to discern among the occult beliefs of Sleepers. A mage versed in these so-called "magical traditions" can listen through the noise - the occult trappings - to discern the Supernal information.
What power might a mage wield who is privy to these divine transmissions?
-Spectrum, Acanthus mage of the Free Council
* 7 magical traditions, from Santeria and Taoist sorcery to the rites of the Knights Templar and Appalachian hoodoo hexery.
* Unique spellcasting rules and benefits for mages versed in a magical tradition.
* Advice for incorporating magical traditions into chronicles and stories.
Sapientia Ex Libris
Every day, the Abyss claims more Supernal knowledge, more lore is lost to the steady crumbling of history and to the mortality of the Awakened. There are those who claim that mages should be looking to the future, but how can they, when they have allowed so much of the past to be lost already? What good does new avenues of learning do if they cannot hold onto what is already known?
The Mysterium stands against that crumbling and preserves the lore of the scions of Atlantis. Whether they are dedicated scholars peering into long-forgetten secrets in dusty libraries or two-fisted adventurers looking for traces of the Supernal in mankinds archaeology, the Awakened owe the Mysterium much for the preservation of their lore.
An Order book for Mage: The Awakening
* A comprehensive examination of the origins of the Mysterium, stretching back into the misty legends of Atlantis.
* Details of how the Mysterium approaches its Supernal mandate to gather and preserve all knowledge, as well as the secrets of the Atlantean Mystery tradition at the core of the order.
* A variety of new spells, artifacts, imbued items and legacies for use in your Mage: the Awakening chronicle.
Five complete and compelling playable stories, each centered on an ancient mystic artifact and building to an epic conclusion. New spells, spirits, artifacts, characters and legends make this chronicle an exciting example of the game in action.
The Fallen World resists the efforts of mages to impose higher realities onto the mundane laws of nature. The very disbelief of Sleeper souls can unravel spells, but mages can build strongholds that establish a foothold for their Supernal Realms.
In these sacred sites, mages can perform wonders akin to those of their Atlantean ancestors.
The exiles of Atlantis hoarded their artifacts in magically sealed and guarded redoubts, hidden from Sleepers and common spells. The masters of these storehouses are long gone, but their enchantments remain, enigmas to confound all who would seek them - but seek them some do.
Mages obsessed with the power of the ancients scour the material and Shadow realms for these places, ignorant of the things that still guard them. Few of these explorers ever return. A chronicle book for Mage: The Awakening.
The Burden of Vision
Its not about the lust for power. Its about the need for a grander world. Enlightenment is the birthright of all mankind; the Supernal is there for all to grasp. Do you have a plan to take us there? No? Then step back and let us show you the way.
A Character Book for Mage: The Awakening. This book includes:
* The history, methodology and ultimate goals of the Silver Ladder.
* Internal functions of the Silver Ladder, from initiation into the Cryptopoly to their complicated codes of law.
* New spells, Artifacts, imbued items, Legacies and characters to pursue the shared dream of Hieraconis.
"You who would harness thunder to the chariot of your will and wield the winds with your breath - do you think these things are owed to you? That they will yield to the investigations of your mind, as a ripe fruit to the knife? Does the water obey the stone? No, the water, with its supple flow, carves the stone.
So does magic carve your soul.
As the sea hides its secrets from the land, so magic cloaks itself, revealing its depths only to those who plunge in. The Temple of the Mysteries lies sunk deep below these torrents, under the sediment of centuries. Can you hold your breath long enough to dig it out?"
- The Tyrian, rumored archmaster
* Advice on creating your own spells and understanding how cultural beliefs affect magic
* Speculations on the nature of archmastery and the rumored Abyssal Watchtowers
* A plethora of new spells and item enchantments
Tome of the Mysteries is a 192 page hardcover supplement for the World of Darkness game, Mage: The Awakening.
Glimpses of a Higher World
When a mage Awakens, she touches one of the five legendary Watchtowers. The Atlantean kings erected these mystical spires in ages past to call out to slumbering souls, beckoning them to claim their birthright: the power of magic.
A Guide to Paths for Mage: The Awakening
* Details on the histories, practices and societies of the five Paths
* Charts of the many symbolic correspondences between the Supernal Realms and real-world occult systems
* Sample Path characters and new Legacies
Tome of the Watchtowers: A Guide to Paths is a 160 page hardcover chronicle book for Mage: The Awakening.