The 4th Edition of the Ars Magica core rule book brings the game up to date and introduces improved systems in key areas such as combat, character advancement and covenant generation. The powerful and flexible magic system is retained intact and all aspects of this edition are fully compatible with previously released supplements.
This package consists of a four-panel standing screen and a 32-page booklet. The screen contains all of the charts and tables the storyguide needs to adjudicate combat and spellcasting situations. The booklet is full of storyguide resources that can be used in any saga.
This long-anticipated supplement features several non-Hermetic traditions of magic. The Cunning-fold live close to the land, and know how to make powerful charms, potions, and banes. Natural Magicians study the classical works of antiquity, finding in those scholarly works clues about to them, and bargain with them for services. 80 pages.
The power of magic extends to the Lunar Sphere. When something terribly evil from beyond the moon falls to Earth, the magi find themselves frighteningly powerless. A demon now walks in the shape of an ancient hero, plots to enslave humanity, and works to coax more of his fellows from the sky. 64 pages.
Discover the mysteries of Jewish mysticism. This sourcebook describes European Jewry in general and the history of Kabbalah specifically. It delves into meditation, the Tree of Life, gematria, the creation of golems and the angels and demons of Judaism. 160 pages.
A century ago the fury of the storm took human form and became the Stormrider, a dark creature of boundless rage. Now the tempest rises again. As a Jump-Start Kit for Ars Magic, this book is especially designed to introduce new players and storyguides to the Ars Magica 4th Edition fantasy role-playing game. 80 pages.
Once upon a time there was ... A handsome prince? An evil Witch? You decide based on what is in your hand. Once Upon A Time is a beautifully illustrated story-telling game where players are trying to direct the story to their own happily-ever-after ending.
The hilarious game of playground fisticuffs from Atlas Games. Poke 'em in the eye, kick 'em in the shin, grab 'em in a headlock, and noogie your opponent into submission. Not recommended for small children!
In Spammers, the (non-collectible) card game of Internet Marketing, you can take the Net in your own hands. You own the spamming companies and operate the scams. By using technology like Enormous Monitors and Little Black Boxes, you can send Mailings to your own Proprietary Lists or to the Unwashed Masses. Don't wait! This game is a scream!
In Cults Across America, factions from the Cthulhu Mythos wage war over the United States. Take charge of an entire faction of frothing, foaming fanatics. Command cultist cells, high priests, tanks, nuclear reactors, the national guard, the Ambassador from Uruguay, the President of the United States, and even Cthulhu himself!
Over the Edge is a game that pits the player characters against all manner of decadent, evil, twisted, mind-boggling, blood-curdling, soul-rending, ego-shattering, world-turning experience. The setting of the game is the mysterious Mediterranean island of Al Amarja, a place where anything can happen: secret invasions from outer space and other dimensions, global conspiracies, secret races, psychic powers, fringe technology, and much more.
Some secrets are worth dying for. Some have a blood price already paid many times. Everyone has a secret in the Edge, even those whose lives are long forgotten. The six adventures of Forgotten Lives each illuminates another dark corner of Al Amarja.