Concept and Design: Justin Achilli, Bill Bridges, John Chambers, Will Hindmarch, Conrad Hubbard, Chris McDonough, Ben Monk, Ethan Skemp, Richard Thomas, Mike Tinney, Mike Todd, Stewart Wieck, Frederick Yelk
Additional Concept and Design: Philippe Boulle, Dean Burnham, Ken Cliffe, Aaron Voss, Stephan Wrack
Mage: The Awakening is inspired by Mage: The Ascension

Mage: The Ascension was created by Stewart Wieck

Written by: Kraig Blackwelder, Bill Bridges, Brian Campbell, Stephen Michael DiPesa, Samuel Inabinet, Steve Kenson, Malcolm Sheppard
Additional Material: Jonathan McFarland and Adam Tinworth
World of Darkness created by Mark Rein•Hagen

World of Darkness co-created by Stewart Wieck

Developed by: Bill Bridges
Editors: Ana Balka and Ken Cliffe
Art Direction, Layout & Typesetting: Richard Thomas
Interior Art: Michael William Kaluta
Front & Back Cover Design: Richard Thomas and Katie McCaskill
Mage Logo Design: Matt Milberger
Playtesters: Tara DeBlois, Douglas Forsyth, Matt Karafa, Jeffrey Kreider, Fred Martin-Shultz, Matthew McFarland, Chad McGrath, Keith McMillin, Kearsley Schieder-Wethy, Steven Sharpe, Malcolm Sheppard, Edward Sunnerton, Dawn Wiatrowski
In-house Playtesters: Justin Achilli, Philippe Boulle, Bill Bridges, John Chambers, Will Hindmarch, Conrad Hubbard, Matt McFarland, Ethan Skemp, Mike Tinney, Mike Todd, Aaron Voss, Frederick Yelk
May the universe rain enlightenment upon those visionaries who introduced us to Awakened magic with the first incarnation of Mage: Stewart Wieck, Phil Brucato, Jess Heinig, Stephen Wieck, Chris Earley, Mark Rein•Hagen, Chris Hind, Richard Thomas, Andrew Greenberg, Travis Williams, Sam Chupp, Robert Hatch, Kathleen Ryan, Keith Winkler, Brian Campbell, Joshua Gabriel Timbrook, and to all others who weren’t mentioned by name but who nonetheless transformed the game with their transcendent ideas. Thanks also to the many authors who have helped develop the idea of playing wizards in the modern world, setting the stage for this, our next magician’s trick. We could not have done it without you.
Publisher: White Wolf Publishing, Inc.
Imprint: White Wolf Game Studio
Published: August 29, 2005
Pages: 400
Year: 2005
Publication #: WW 40000
Reference #: ISBN 1-58846-418-0
PDF: Bullet-rpg Bullet-nip
Price: $34.99
PDF: $19.99

Mage: The Awakening Rulebook is the core rulebook for Mage: The Awakening.

Summary Edit

From the Onyx Path catalog:

The Power to Remake the World
In an age long gone, mortals dethroned the gods and seized the heavens for their own. And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthright - the power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth.
A Storytelling Game of Modern Sorcery
  • Provides everything you need to tell your own stories in the occult world of the Awakened, including details of the various orders and paths of magic, and many secrets of the World of Darkness. Requires the World of Darkness: Storytelling System Rulebook for play.
  • Presents the most comprehensive and freeform magic system ever achieved in gaming, allowing characters to cast nearly any spell imaginable.
  • Features Boston as a fully fleshed-out, ready-to-play setting.
  • Features artwork by the acclaimed Michael Kaluta.

Prologue: The Iron Tower Edit

The story of the young mage Arctos' awakening, told through letters and journal entries.

Introduction Edit

The standard run-down of the game's themes, mood and setting, including "How To Use This Book", a list of inspirational books, films and music, a lengthy Lexicon and a glossary of spell casting terms.

Chapter One: Arcanus Mundus (The Secret World) Edit

An overview of the world of mages, including details of the five magical Orders.

Chapter Two: Character Edit

Details of character creation, with details of mage specific traits including Gnosis, Wisdom, Mana, and new Merits. Also includes details of the five Paths and the use of magical tools.

Chapter Three: Magic Edit

An in-depth discussion of how Awakened magic works, including details of all ten Arcana, a detailed guide to and overview of the spell casting rules, an exhaustive list of spells and rotes (in three-column layout, recalling the spell lists of the D&D Player's Handbook), and rules for Paradox, creative thaumaturgy and miscellaneous other magical situations.

Chapter Four: Storytelling and Antagonists Edit

A guide to the unique storytelling challenges and opportunites of Mage. Also details the various key antagonists, including (among others) the Seers of the Throne, Banishers, the Mad, spirits, goetic demons and ghost mages.

Appendix One: Legacies Edit

Details sample Legacies: one for each Path, some of which are also taught by specific Orders. These are the Orphans of Proteus (Thyrsus), Perfected Adept (Obrimos/Adamantine Arrow), Subtle Ones (Mastigos/Guardians of the Veil), Uncrowned Kings (Moros/Free Council), and the Walker in Mists (Acanthus/Mysterium). There are also two left-handed legacies, designed for antogonist characters: the Scelesti, thralls to the Abyss who can come from any Path, and the Tremere Liches (Moros).

Appendix Two: Boston Edit

An overview of the Mage signature city; it is fully detailed in MTAw: Boston Unveiled Bullet-pdf Bullet-nip.

Index Edit

The index lists general terms first, then has separate indices for Rotes and Improvised Spells.

Background Information Edit

Mage is by far one of the largest core rulebooks; its price was revised so close to printing that stickers advising the correct price were attached, covering the original price. It was originally announced for August 2005, but was significantly delayed as the magic system was expanded even further.

Memorable Quotes Edit

Characters Edit


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