Mage - The Awakening (World of Darkness (White Wolf Hardcover)) Hardcover – 29 Aug 2005
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Please note Mage The Awakening requires the World of Darkness rulebook for play. 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. 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. 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. For use with the World of Darkness Rulebook.
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Top Customer Reviews
Physically, the book is a stonking 400 page monster. It is as sturdy and well made as one expects a WW book to be, and, on a personal note, I consider its cover the most aesthetically pleasing in my RPG collection.
Inside, it is printed in black and gold ink on thick glossy paper. The gold ink can be hard to read in some lights, and the typeface used is not always readable, but one can muddle by. As always 10% of the book is given over to genre fiction that never rises above toe-curlingly embarrassing. All of the interior artwork was done by M.W. Kaluta - this does lend the book a sense of unity and probably sounded like a good idea during the planning stage - unfortunately Kaluta, honestly, is not very good. There is no excuse for the second rate quality of the artwork in this book, and the effect of it is magnified by the decision to use a single artist.
The book starts off almost immediately with a three page lexicon of terms, and there are lots of them, though nobody is expected or required to know them all. We are introduced to the World of Darkness from a Mage perspective, the Arcanus Mundus (Incidentally, a grounding in Latin will pay dividends in reading the book and playing the game) and the way Mages fit into the World of Darkness, describing the founding, and fall of Atlantis, and the repercussions with which modern Mages still suffer.
Moving swiftly along we are introduced to the character creation process. For the sake of review space I will not describe the paths (which dictate a Mage's natural powers), Orders (Political and social affiliations) or Arcana (groups of magical effects) - all of these things can be found on Wikipeadia.Read more ›
The rules are clarified and much easier to play. The rules introduce 'Rotes' that are spells that have been researched and are easier to cast for mages, though the possibility to cast spontaneously are kept intact.
Now there are 10 Spheres, some are the same and others have been replaced.
All in all an excellent replacement for the old rules. I rate it at only 4 stars, because it should have been a standalone product, not needing to buy the World of Darkness Rulebook as well.
The other books in this series are: "World of Darkness Rulebook", "Vampire: the Requiem" and Werewolf: the Forsaken" which cover the core rules (WoD), and the other two branches of the game (V:tR & W:tF)