Ars Magica


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Ars Magica Against the Dark - The Transylvanian Tribunal
Against the Dark - The Transylvanian Tribunal

One force brings light to the darkness. Here, where a lord need not swear fealty for his land, the magi of the Order of Hermes may rule openly without violating the Code. Here, in the heartland of House Tremere, the gifts and talents of all magi may be brought together, to cooperate for the good of the world. Here can be seen the shape of the new order that the Tremere wish to bring.

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Ars Magica Antagonists
Antagonists

This book presents ten developed antagonists for use in your saga. Each antagonist can support an entire saga arc, and the struggle with any of them could become the defining feature of your covenant's history. Whether you like politics, investigation, or straightforward battles, there's an antagonist for you within this book.

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Ars Magica 5th Edition
Ars Magica 5th Edition
Ars Magica ("The Art of Magic") is the award-winning roleplaying game by Jonathan Tweet and Mark Rein-Hagen that focuses on wizards who are as powerful as those we know from legend and literature; in the land of Mythic Europe, those legends are real. The rules encourage players to develop their characters over long periods of time, and make the covenant -- the home base of the characters -- central to the stories. Troupe-style roleplaying allows players to take on the roles of multiple characters, so that the players have equal access to power even though the characters do not.
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Ars Magica 5th Edition: Hedge Magic
Ars Magica 5th Edition:  Hedge Magic
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Ars Magica 5th Edition: Lords of Men
Ars Magica 5th Edition:  Lords of Men
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Ars Magica 5th Edition: The Cradle & The Crescent
Ars Magica 5th Edition:  The Cradle & The Crescent
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Ars Magica 5th Edition: Apprentices
Ars Magica 5th Edition: Apprentices
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Ars Magica 5th Edition: Art & Academe (HC)
Ars Magica 5th Edition: Art & Academe (HC)
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Ars Magica 5th Edition: City & Guild (HC)
Ars Magica 5th Edition: City & Guild (HC)
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Ars Magica 5th Edition: Grogs
Ars Magica 5th Edition: Grogs

They are the majority in almost every covenant, and without them things would come to an immediate halt. They spend their lives serving magi, and may lay those lives down to defend them. They are the cooks, servants, warriors, craftsmen, and hunters who keep the Order of Hermes running smoothly.

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Ars Magica 5th Edition: Guardians Of The Forest (HC)
Ars Magica 5th Edition: Guardians Of The Forest (HC)
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Ars Magica 5th Edition: Hermetic Projects
Ars Magica 5th Edition: Hermetic Projects
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Ars Magica 5th Edition: House Of Hermes - Societates (HC)
Ars Magica 5th Edition: House Of Hermes - Societates (HC)
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Ars Magica 5th Edition: Legend of Hermes
Ars Magica 5th Edition: Legend of Hermes
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Ars Magica 5th Edition: Realms of Power: Magic
Ars Magica 5th Edition: Realms of Power: Magic
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Ars Magica 5th Edition: Rival Magic
Ars Magica 5th Edition: Rival Magic
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Ars Magica 5th Edition: Tales of Mythic Europe
Ars Magica 5th Edition: Tales of Mythic Europe
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Ars Magica 5th Edition: The Church
Ars Magica 5th Edition: The Church
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Ars Magica 5th Edition: The Lion and the Lily
Ars Magica 5th Edition: The Lion and the Lily
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Ars Magica 5th Edition: The Sundered Eagle
Ars Magica 5th Edition: The Sundered Eagle
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Ars Magica 5th Ars Magica: Dies Irae
Ars Magica: Dies Irae

In Mythic Europe, some wizards serve the terrible powers that ruled the world at the dawn of time, and plot to grant them mastery once more. Others would take everyone to a glorious new existence, careless of whether they want to go. Still more have nothing but the best of intentions, but risk anything to achieve their goals. If they are not stopped, their power will twist and consume the world and all who live in it.

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Ars Magica 5th Ars Magica: Faith & Flame
Ars Magica: Faith & Flame

The magi of the Provençal Tribunal are far from united in their response to the Albigensian Crusade, as they all try to preserve their lives and their culture, and control is even looser than it was in the past. This is a Tribunal where new magi can found their own covenant without waiting for permission, choose their own relations with the mundanes, and write their own song. Every magus and every maga can find a home here.

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Ars Magica Ars Magica: Hooks
Ars Magica: Hooks

This book contains eight short scenarios for Ars Magica Fifth Edition tied to a previously released Ars Magica sourcebook. Each is designed to be played in a single session, and to draw the characters into some aspect of the rich background of Mythic Europe. Each scenario could serve as a single session's entertainment, or as the springboard for a saga arc.

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Ars Magica: Mythic Locations
Ars Magica: Mythic Locations

From a toy fair to Purgatory, from wolves to truffles, from poisoned ground to healing baths, this book describes ten locations ready to be dropped into your saga. While grogs might be glad to get out with their lives, magi are likely to want to visit many times to plumb all of their secrets. They might even want to move in. These locations are waiting for the stories that your characters will tell.

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Ars Magica Ars Magica: Tales of Power
Ars Magica: Tales of Power

Hermetic magi grow powerful in their age. They can defeat mundane armies single-handed, challenge spirits of fire in their lair, and drive the servants of Hell from their strongholds. No place in Mythic Europe is too distant, and no barrier can keep them out. From the popes and kings who rule to the peasants who till the soil, none may deny a magus for long. Why, then, would magi stay closeted in their laboratories?

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Ars Magica: Thrice Told Tales
Ars Magica: Thrice Told Tales

This Ars Magica book contains five sequences of three stories each: issues and situations that cannot be fully resolved in a single story, but which return to draw the characters back in years later. Divine, Infernal, Faerie, and Magic: thematic threads for the tapestry of your saga.

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Ars Magica Lands of the Nile
Lands of the Nile

There was a time when the people of Egypt worshipped animal-headed gods and built mighty tombs at the command of their pharaoh. That time ended 1,500 years ago.  Now, Egypt is a Muslim nation, ruled by a sultan from the new city of Cairo. The Guild of Seekers have the sultan's blessing to dig up the land's ancient treasures. To the south, Nubia is a Christian country, protected from the Muslim armies by an ancient treaty. The empire of Ethiopia is resurgent, its Christian ruler inspired by his pilgrimage to Jerusalem.

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Ars Magica 5th Mythic Africa - Between Sand & Sea
Mythic Africa - Between Sand & Sea

This book provides cultural and magical details for the lands of Mythic Africa west of, but not including, Egypt. From the jnun to the dark gods of old Carthage, from the bustling cities of the Tell to the wind-haunted mountains and deserts, this is a land that will take magi away from the familiar. Whether building a new covenant outside the Tribunals, or visiting in search of magical secrets, there is something for every maga between sand and sea.

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Ars Magica 5th Through the Aegis
Through the Aegis
The covenant is the heart of an Ars Magica saga. It hides secrets within its Aegis, secrets that may, across the ages, become hidden even from its own members. From the poverty and enthusiasm of Spring, through the glory of Summer, to the stability and power of Autumn, and thence to the decline of Winter, which may turn again to the flowering of Spring.
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Ars Magica 5th Transforming Mythic Europe
Transforming Mythic Europe

This book describes the magic and activities necessary to transform Mythic Europe, whether by creating an island for magi to rule, integrating the Order of Hermes into wider society, or starting a technological revolution. None of the magic is particularly hard, nor does it rely on hidden secrets. Magi have not changed Europe because they have not yet chosen to. Your magi may choose differently.

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01. Ars Magica 5th Edition: House Of Hermes - Societates (HC)

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02. Ars Magica 5th Edition

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07. Ars Magica 5th Edition: Realms of Power: Magic

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08. Transforming Mythic Europe

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09. Ars Magica 5th Edition: City & Guild (HC)

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