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Ars Magica 5th Edition
Ars Magica 5th Edition

Welcome to Ars Magica, and to the world of Mythic Europe. It is a place where the glories of the Classical world are dust and the promise of the Renaissance is yet to come. The time is the 13th century —1220 to be exact. Life is a struggle: wars and plagues stalk the land, the Church and kings rule with an iron fist. Yet Mythic Europe is also a place of magical wonder, inhabited by all the creatures of folktale and myth. What the folk of the land believe holds true: faeries and rural spirits must be placated; demons corrupt everything they touch; divine power is accessible through prayer; and magic is everywhere.

Against this background, you will play a magus, a member of the mythical Order of Hermes. You and your fellow players will also portray the loyal companions and grogs that stand with the magi in their covenants. These stalwart protectors provide a buffer between the magi and the mundane world that often misunderstands their power and motives. This is the setting for Ars Magica.

The award-winning first edition of Ars Magica set the benchmark for magic in fantasy roleplaying. It pioneered the storytelling style of roleplaying that has become so popular today. Its setting, Mythic Europe, sparked the imaginations of fantasy fans and history enthusiasts alike. The 272-page fourth edition introduced improved systems in several key areas such as combat, character advancement, and covenant generation. This version of the game retained and improved upon Ars Magica's powerful and flexible magic system —widely regarded as the best rules for magic in all of gaming. Ars Magica Fourth Edition also remained fully compatible with the game's previously released supplements. Ars Magica won the Gamer's Choice Award for Best Fantasy Roleplaying Game of 1988; the fourth edition was nominated for the Origins Award for Best Roleplaying Rules of 1996.

What is Ars Magica?
Ars Magica is the award-winning roleplaying game by Jonathan Tweet and Mark Rein•Hagen about wizards and their allies in Mythic Europe. This flexible, deeply built world can support games that are historically accurate or fantasy-based, epic or small scale, political or personal.

Players work together to tell the story of their covenant — all of the magi, their companions, and grogs. This history can span decades. It might be heroic, tragic, or both in turn. The covenant could influence the entirety of Mythic Europe or the fates of a small corner of the world.

Spells will be cast. Duels won and lost. Houses may rise and fall. But magic is forever.

Grimoire: Gameplay Basics
Ars Magica is a troupe-style, storytelling game. This means that players will not only play a magus, but also the companions and grogs who serve them. Each of these characters contributes to the covenant they belong to, and therefore to the story itself.

The game is famous for its magic rules, which set a new standard for RPG magic systems. The system is divided into arts, each of which comes with a set of verbs and nouns (called Techniques and Forms). Players simply put them together into phrases like "Control Fire" to represent what they want to do.

This fifth edition core book contains all of the rules you need to play, and there’s an enormous library of Ars Magica supplements in our catalog to help develop your campaign. As a rule, older sourcebooks are usable with the newest edition.

Awards:
- 2005 ENnie Gold Award Winner – Best Rules.
- 2005 ENnie Silver Award Winner – Best Production Values.
- 2005 ENnie Award Nominee – Best Game.
- 2005 ENnie Award Honorable Mention – Best Interior Art.
- 2004 Origins Award Winner – Best Role Playing Game.
- 2004 Out of the Box Award Winner – Best Retread.

5th Edition Designer: David Chart
Creators: Jonathan Tweet and Mark Rein-Hagen

Format: 240 pages, softcover binding, B&W interior printing on offset paper

Changes to the Game
Veteran Ars Magica players will want to know what is new and different about 5th Edition. Here are some of the rules change highlights that will be of interest:
* Magic resistance has been changed so that the Parma Magica is actually the defense it's always been said to be.
* The Laboratory rules have been streamlined and unified around a single core mechanic -- the spell invention mechanic from earlier editions.
* The spell guidelines have been cleaned up, clarified, and made as consistent as possible.
* The combat rules have been completely rewritten so that armor and shield grogs are actually useful.
* The introduction to Mythic Europe has been rewritten to provide information that is immediately useful in play.
* Character creation has been revised to create characters, including magi, at any age, and to create characters of similar power to those advanced through play.

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42.00 €
Ars Magica 5th Edition (HC)
Ars Magica 5th Edition (HC)

Welcome to Ars Magica, and to the world of Mythic Europe. It is a place where the glories of the Classical world are dust and the promise of the Renaissance is yet to come. The time is the 13th century —1220 to be exact. Life is a struggle: wars and plagues stalk the land, the Church and kings rule with an iron fist. Yet Mythic Europe is also a place of magical wonder, inhabited by all the creatures of folktale and myth. What the folk of the land believe holds true: faeries and rural spirits must be placated; demons corrupt everything they touch; divine power is accessible through prayer; and magic is everywhere.

Against this background, you will play a magus, a member of the mythical Order of Hermes. You and your fellow players will also portray the loyal companions and grogs that stand with the magi in their covenants. These stalwart protectors provide a buffer between the magi and the mundane world that often misunderstands their power and motives. This is the setting for Ars Magica.

The award-winning first edition of Ars Magica set the benchmark for magic in fantasy roleplaying. It pioneered the storytelling style of roleplaying that has become so popular today. Its setting, Mythic Europe, sparked the imaginations of fantasy fans and history enthusiasts alike. The 272-page fourth edition introduced improved systems in several key areas such as combat, character advancement, and covenant generation. This version of the game retained and improved upon Ars Magica's powerful and flexible magic system —widely regarded as the best rules for magic in all of gaming. Ars Magica Fourth Edition also remained fully compatible with the game's previously released supplements. Ars Magica won the Gamer's Choice Award for Best Fantasy Roleplaying Game of 1988; the fourth edition was nominated for the Origins Award for Best Roleplaying Rules of 1996.

Format: 240 pages, hardcover binding, two-color interior printing on offset paper

Changes to the Game
Veteran Ars Magica players will want to know what is new and different about 5th Edition. Here are some of the rules change highlights that will be of interest:
* Magic resistance has been changed so that the Parma Magica is actually the defense it's always been said to be.
* The Laboratory rules have been streamlined and unified around a single core mechanic -- the spell invention mechanic from earlier editions.
* The spell guidelines have been cleaned up, clarified, and made as consistent as possible.
* The combat rules have been completely rewritten so that armor and shield grogs are actually useful.
* The introduction to Mythic Europe has been rewritten to provide information that is immediately useful in play.
* Character creation has been revised to create characters, including magi, at any age, and to create characters of similar power to those advanced through play.

Errata here: Ars Magica Fifth Edition Errata

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42.00 €
Grand Tribunal
Grand Tribunal

Imagine a world where myth is real -- where wizards wield magic beyond the ken of other mortals. Imagine yourself as one of these mages, dwelling in a mystical bastion with your allies and servants, unlocking secret powers and creating wonders. Every thirty-three years the Grand Tribunal is held, attracting other wizards from far and wide to show off their magical creations for the inspection and approval of the archmages. These powerful judges vote on the best, and invite the winner to join their ranks as a new archmage -- a true master of the art of magic!

Grand Tribunal is a board game for three to five players, inspired by the Ars Magica roleplaying game. In Grand Tribunal, players use Vis tokens to activate cards representing magic item types, spell categories, and resources, which they then assemble into powerful magic items. Each round, players place their votes for the item types and spell categories they're most likely to be able to play. Three times during the game -- at the periodic Tribunals -- players are presented with 1st-, 2nd-, and 3rd-place awards for creating magic items with item types and spell categories that match those with the most votes. The player at the end of the game with the most points based on those awards wins!

Inside the Box: game board (8" x 20") rules sheet, 6-sided die, 110 cards, 99 game pieces (24 Voting tokens, 60 Vis tokens, 1 Praeco token, 2 Tracker tokens, 4 1st-Place tokens, 4 2nd-Place tokens, 4 3rd-Place tokens)

Designed by P.R. Chase
Illustrated by Alexander Bradley

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32.50 €
Guardians of the Forests: The Rhine Tribunal
Guardians of the Forests: The Rhine Tribunal

A Sourcebook for Ars Magica 5th Edition
by Andrew P. Smith and Mark Shirley

Guardians of the Forests details the birthplace of the Order of Hermes, Mythic Germany. From the sinister faerie heights of the Black Forest, home to Durenmar, through the prosperous and venerable cities of the Rhineland, to the fog-ridden Harz Mountains, to the lowland plain and Crintera's island retreat on the Baltic coast, the northern Holy Roman Empire is a diverse landscape of countless magical and faerie forests, interspersed with a patchwork of powerful realms, where prince-bishops vie with dukes and merchant gilds for temporal power. This is the land of the epic Nibelungenlied, the heroic conquests of Charlemagne and Frederick Barbarossa, the miracles of St. Boniface, the splendour of the Imperial Cathedrals, the gifts of minstrels and wood-wives, and the curses of witches and the Wild Hunt.

Guardians of the Forests reveals the many unique traditions of the First Tribunal, its archaic politics and lost glories, its reverence for its founders and its woodlands, the workings of the Great Library of Durenmar, and the secrets of those who pursue obscure wilderness paths in search of the primal power of the Forest. The richness of the German landscape is fully explored, replete with numerous story and saga ideas. The region of the Rhine Gorge receives a special focus -- its lost covenants, vis sources, sites of legend, towns, castles, inhabitants, and a mysterious curse are all detailed -- providing a perfect location to jump-start an Ars Magica 5th Edition saga.

Description: 144 pages, siftcover.

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36.00 €
Houses of Hermes: Societates
Houses of Hermes: Societates

An Ars Magica Player's Sourcebook
The third and final volume in the Houses of Hermes series, Societates covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These houses are formed of wizards who have come together out of shared interests and philosophies.

House Flambeau includes the champions and knights of the Order, individual warriors who fight for glory and honor, both their own and that of the Order as a whole. The House admires bold adventurers who seek out and overcome fearsome opponents. Worthy opponents are chosen according to the magus's sense of honor, not external rules. As a result, many of the Order's Hoplites are from House Flambeau, as are many of the magi they hunt down.

House Jerbiton live lives in pursuit of beauty, and in pursuit of living beautifully. This requires interaction with the world beyond the Order of Hermes, both for the sake of the beauty found there and to avoid the stunted lives that result from a life lived entirely within a covenant. Experts in the use of Mentem and Imaginem, followers of Jerbiton generally prefer to interact subtly with the world. The fall of Constantinople has, however, been a great shock to them, and has pushed the House onto a more active path.

House Tytalus thrive on, and admire, conflict. The main conflict they see is between an individual's nature and the rules imposed by surrounding society, but this central conflict plays out in many, less abstract, contests. They are renowned for long-running rivalries with their Housemates, convoluted political schemes, and activities that skirt the edges of legality.

House Ex Miscellanea gathers together magi who do not fit into any other House, normally because they are still tied to elements of a pre-Hermetic tradition. The House claims to embody unity in diversity, but the emphasis is definitely on the diversity. This book provides eight detailed examples of traditions within the House, complete with rules for their non-Hermetic abilities.

Format: 144 pages, softcover
by Erik Dahl, Timothy Ferguson, Andrew Gronosky, John Post, Mark Shirley, and Nick Simmonds

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33.60 €
Houses of Hermes: True Lineages
Houses of Hermes: True Lineages

A Player's Sourcebook for Ars Magica 5th Edition
by Erik Dahl, Timothy Ferguson, Matt Ryan and David Woods

"The entire Order stands on the brink of dissolution, and we are the only force that keeps it from toppling. We are the salvation of the Order!"
- Aldico, Primus of Mercere, addressing his House during the Schism War

The True Lineages are the backbone of the Order of Hermes. In these four Hermetic Houses, each magus was taught by a magus of the House, and that master-apprentice relationship goes back to the founders. This sourcebook details the four True Lineages, including rules for original research, unique forms of magic, and new Virtues and Flaws.

House Bonisagus descends from the two magi who created the Order, and continues to supply knowledge and leadership. They explore the theoretical applications of magic, delving deeper into its arcane secrets. And they advocate peace and cooperation among the Houses, searching for other wizards who might contribute to the community of magi.

House Guernicus upholds and enforces the Code of Hermes as the official judges and investigators of the Order. Its Quaesitores believe they stand against the wheel of fate, slowing it as best they can. By the efforts of its magi, the basic structures of Hermetic society have remained intact for over four hundred years.

House Mercere holds the magi of Mythic Europe together by facilitating communication, encouraging trade, and aiding their sodales. Its heralds, heroes, mercenaries, and merchants reflect the contractictions of their House: it is exotic, but traditional; loyal, but self-centered; proud, but humble.

House Tremere provides the strength of the Order. It controls events and prepares for coming battles, gathering influence and resources to respond to crises as they draw near. Tremere are pragmatic, dutiful, and courageous magi who know that Mythic Europe is a chaotic and dangerous place.

These are the True Lineages. Without them all, the Order of Hermes would surely fall.

Description: 144 pages, hardcover

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36.00 €

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