|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|
|Publication #:||WW 40000|
|Reference #:||ISBN 1-58846-418-0|
Mage: The Awakening Rulebook is the core rulebook for Mage: The Awakening.
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.
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
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.
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
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