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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.