Mage: The Ascension Revised Edition (limited)
Mage: The Ascension Creators: Phil Brucato and Stewart Wieck, with Kathy Ryan, Stephan Wieck, Chris Early, Bill Bridges, Andrew Greenberg, Mark Rein•Hagen and Travis Williams
New Edition Authors: Rachel Barth, Dierd'ei Brooks, John Chambers, Ian Dunteman, Marty Hackleman, Jason Langlois, Angel McCoy, Kevin A. Murphy, John Snead, Scott Taylor, Rachelle Udell and Lindsay Woodcock
Additional Contributions by: Andrew Bates, Kraig Blackwelder, Bruce Baugh, Phil Brucato, Jackie Cassada, Ken Cliffe, Richard Dansky, Geoff Grabowski, Rob Hatch, Clayton Oliver, Kathy Ryan, Nicky Rea, Ethan Skemp and Rich Thomas
Development: Jess Heinig
Editing: Carl Bowen
Art Direction: Aileen E. Miles
Interior Art: Richard Clark, John Cobb, Joe Corroney, Mike Danza, Guy Davis, Steve Ellis, John Estes, Langdon Foss, Michael Gaydos, Rebecca Guay, Jeff Holt, Mark Jackson, Leif Jones, Jeff Laubenstein, David Leri, Vince Locke, Larry MacDougall, Matthew Mitchell, William O'Connor, Shea Anton Pensa, Steve Prescott, Alex, Sheikman, Christopher Shy, Ron Spencer, Drew Tucker
Cover Art: Joshua Gabriel Timbrook
Front and Back Cover Design: Aileen E. Miles
Layout and Typesetting: Aileen E. Miles
Playtesting: Bruce Baugh, Andrew Bates, Jason Belanger, Deird're Brooks, Ryan Casper, Alex Caton, Scott "Beast Macabre" Cihlar, Kwei-Cee Chu, Kieran Dewhurst, Brian Goodson, Huey Hoague, Joseph M. Jones, Jesse Means, Brooks Miller, Brett Murphy, Charlsie "Here" Patterson, Richard Stratton, Chenaya Strutton, Eric Tolle, Dave Weinstein, Kathy Weinstein, and countless others who may not have been named here, but whose contributions are remembered
The Art of Mage: The Ascension
Book Design, Art Direction and Typesetting: Richard Thomas with Talon Dunning
Writing: Jess Heinig
Editing: Carl Bowen
Mage Glyphs: Richard Thomas
Publisher: White Wolf Publishing, Inc.
Imprint: White Wolf Game Studio
Published: 2000
Pages: 312 / 64
Year: 2000
Publication #: WW 04599
Reference #: ISBN 1-56504-438-X

The Revised Edition of Mage: The Ascension, advancing the Mage metaplot into the Final Nights setting and introducing the Avatar Storm and the end of the Ascension War.


Reality Overthrown!

Their heritage is magic, their quest truth. They lead humanity to the far horizon and beyond. They are mages, the inventors of sorcery, science and faith. For centuries they have battled to define existence and lead humanity to an enlightened age. Now, in an age when technology is humanity’s magic, the magicians of yesteryear’s mystic Traditions fight for survival and the key to the cosmos itself — Ascension.

Choose Your Truth

The new edition of Mage: The Ascension redefines the mature, modern, mystic roleplaying game for the new millennium. Dedicated Mage fans have followed the game for years, and we want to pay tribute to you with a deluxe version of the new edition — the ultimate copy of Mage: The Ascension. This limited, prestige edition is hardbound with a leatherette cover and gold–foil designs, and a purple cloth bookmark to keep your place in this tome of mastery. This book is also bound in a high–quality slipcase with a lavishly illustrated Mage art book! Only a few of these stunning sets will be printed, and then they’ll be gone — forever.

Prologue: Through a Darkened MirrorEdit

Opening fiction. A newly Awakened mage is initiated in the ways of the Traditions and introduced to the realities of the Ascension War.


A brief introduction to the world of Mage and the nature of its protagonists, a guide to using the rulebook, and a brief list of inspirational literature and film.

Chapter One: A World of DarknessEdit

An overview of the World of Darkness and the place of mages within it, and a lexicon of mage terminology.

Chapter Two: The TraditionsEdit

Details of the mystical Traditions which form the Council of Nine, as well as the Hollow Ones craft.

Chapter Three: Character and TraitsEdit

Character creation rules.

Chapter Four: The SpheresEdit

The abstract and practical applications of Awakened magic, as practised through an understanding of the nine Spheres. Also details the effects of Paradox.

Chapter Five: RulesEdit

The basic rules of the Storyteller System.

Chapter Six: Systems and DramaEdit

More advanced rules for unusual situations.

Chapter Seven: A History of the Ascension WarEdit

A very broad history of the history of the Awakened and the struggle between the Council and the Technocracy, including the current state of play in the Final Nights.

Chapter Eight: StorytellingEdit

Advice on running a Mage chronicle.

Chapter Nine: AntagonistsEdit

Traits and information for various individuals, organisations, creatures and other threats to modern mages.


Optional rules for Merits and Flaws.

Epilogue: Striding Forth into the Final DaysEdit

Fiction. Diary entries from Akashic Brother Dominic LeTarry, detailing his Awakening and the disappearance of his sifu, probably as a result of the Avatar Storm.

The Art of Mage: The Ascension Edit

A separate book found alongside the rulebook in the limited edition slipcase, showcasing the best, most striking Mage art over the last seven years.

Background InformationEdit

The Revised edition of Mage purposefully made the game much darker and grittier, declaring the Ascension War all but lost to the Technocracy, and removing all the most powerful Council mages through the device of the Avatar Storm, which also made it much more difficult for mages to travel through the Umbra. These changes were met with a divided fan reaction.

The Revised edition also formalized a rule system for dealing with Resonance, and abandoned the variant spelling "magick" which was previously used to denote Awakened magic.

Memorable QuotesEdit



Avatar Storm, Magic, Spheres, Paradox, Council of Nine, Technocracy, Tellurian, Tapestry, Resonance

Previous book:
MTAs: Mage: The Ascension Revised Edition Bullet-pdf Bullet-nip
Game Books
Mage: The Ascension books
Next book:
Mage Storytellers Companion
Community content is available under CC-BY-SA unless otherwise noted.