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The Book of Shadows (Mage)
 
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The Book of Shadows (Mage) (Paperback)

by Phil Brucato (Author), Jim Moore (Author), Harry Heckel (Author), Lawrence Snelly (Illustrator)
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 208 pages
  • Publisher: White Wolf Publishing,U.S.; New edition edition (Dec 1998)
  • Language English
  • ISBN-10: 1565041194
  • ISBN-13: 978-1565041196
  • Product Dimensions: 26.9 x 20.8 x 1.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 1,524,377 in Books (See Bestsellers in Books)

    Popular in these categories:

    #16 in  Books > Science Fiction & Fantasy > Authors, A-Z > B > Brucato, Phil
    #40 in  Books > Science Fiction & Fantasy > Gaming > Mage

Product Description

From the Author

This book includes information on the Akashic Brotherhood.
I worked on several sections of this roleplaying book based on White Wolf's "World of Darkness" (WoD) and the Mages that live within it. The book deals with the effects that people's wills can have in shaping reality. The Book of Shadows is an additional resource book to be used with Mage:: The Ascension.

The book includes information on the various Traditions of Mages that populate the WoD. It also includes information on making detailed characters in the Mage system with Merits, Flaws, and more Abilities to expand upon those given in the standard game book.

I worked on sections about the Akashic Brotherhood Tradition with another author Sam Inabinet.

The Akashic Brotherhood is a group of martial artist/meditative monks that relies upon a special practice of meditation and body movement known as the Do. Their primary sphere of speciality in the game is that of the Mind. They work to calm themselves in order to achieve Ascension (one of the possible goals in the game). The Brotherhood believes in purification of both body and mind.

It is important to point out that the Akashic Brotherhood is not just based upon the beliefs of the Chinese or the Japanese but, is in of itself, a hybrid of the Japanese, Chinese, Indian (as in India where there are thousands of religions), and a tad from the Pacific Islands. Some people have been fast to judge based upon the fact that they believe that the Akashic Brotherhood was meant to be from a certain culture.

It may be of some intrest to those that tend to be annoyed by roleplaying games that this game includes a Tradition of Mages known as the Celestial Chorus that worship "the One" and use singing as a main focus for utilizing their will to manipulate reality in order to bring about perfection in the world in "the One's" image.


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1 of 1 people found the following review helpful:
4.0 out of 5 stars Some rules not relevant any more, but still a good book, 2 April 2001
By thefragster@hotmail.com (Hereford, England) - See all my reviews
This is a good book. When it was first released it was probably a great book, while it's not quite so useful now, it's still pretty good.

To start with the bad: Some of the rules relating directly to doing magic are for 1st edition magic rules. Quite a few of the merits and flaws mentioned are also in the Revised Second Edition Rulebook. A few of the stories put in to provide background end just as they start to get good. Finally, the rules for designing talismans are complicated, annoying, dive you weak talismans, and don't add up when you apply them to the example talismans.

On the good side: You get a lot of Rotes, Abilities, Talismans, Merits and Flaws (some bad, but most good). There are sections on all the different groups; both descriptions and member's eye view. It talks about paradox, resonance, foci and other such stuff in a useful way, without laying down any absolute laws. The Certamen or Mage duel rules are really good and have just the right flavour, plus there are suggestions for alternatives such as Verbena shapeshifting duels, or Virtual Adept flame wars. The rules for familiars are also here, they could do with more detail, but they are quite useful.

One thing I really like was the background stories; they really do let you see the context that the rules fit into, and are far better at describing events than dry historical description. My favourite story is one where you have representatives from each tradition on the 'Magic Bus Chantry' and they all try to explain their version of the formation of the Council of Nine to a young Orphan Mage.

When it first came out this book would have been an absolute must-buy. It isn't as useful as it was then, but if you're prepared to use what you want and leave what you don't, and do some work yourself, then this is a very useful book.

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