As a long time gamer, I had seen Ars Magica come and go on the shelves through its various editions. I'd always intended to pick it up and take a look, but I didn't get around to it until its fifth edition. Being completely new to the rules and setting, I was charmed by both the setting and characte
Ancient Magic (Ars Magica Fantasy Roleplaying)
โ Scribed by Erik Dahl, Timothy Ferguson, Jeff Kyer, Richard Love, John Post, Paul Tevis, Alexander White
- Year
- 2007
- Tongue
- English
- Leaves
- 145
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
Legends tell of the mighty wizards of the past, sorcerers with powers that dwarf those of the magi of the Order of Hermes. Hyperboreans whose spells lasted a generation, necromancers of Canaan who could summon any of the dead, rune magic that brushed aside Magic Resistance like cobwebs; all these stories circulate in the Covenants of the Order. Other forms of magic are so ancient that even the legends have become rare. The Seekers are those magi of the Order who search for these secrets, aiming for the glory of being the one to bring the power to modern magi. This book contains descriptions of nine forms of ancient magic, and rules for integrating their secrets into Hermetic theory. From the frozen north to the westernmost edge of the world, from humankind's earliest homes to grand temples of the classical world, the quest can lead your characters anywhere in Mythic Europe, and even beyond. How far will they go for knowledge?
โฆ Table of Contents
ANCIENT MAGIC
......Page 1
Credits
......Page 3
Contributors
......Page 145
Table of Contents
......Page 4
Introduction
......Page 6
The Language of Adam
......Page 11
Canaanite Necromancy
......Page 31
Defixio Magic
......Page 42
Fertility Magic
......Page 55
Grigori Magic
......Page 66
Heron of Alexandria's Legacy
......Page 76
The Hesperides
......Page 90
Hyperborean Magic
......Page 104
Rune Magic
......Page 134
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Ars Magica ("The Art of Magic") is the award-winning roleplaying game that focuses on wizards who are as powerful as the ones we know from legend and literature, and the land of Mythic Europe, where those legends are real. The rules encourage players to develop their characters over long periods of
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