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See also The Book of Madness Revised
04251
Written by:

Sam Inabinet (Nephandi and Paradox), Kathleen Ryan (Marauders), Steve Brown (Demons), Bill Bridges (Spirits and Spirit Rules), Mr. "Fixit-Phil" Brucato (Lots of Everything)

Additional Material:

Cynthia Summers, Jim Moore, Mike Chaney

Developed by:

Phil Brucato

Edited by:

Cynthia Summers

Art Director:

Richard Thomas

Layout and Typesetting:

Kathleen Ryan

Art:

Mark Jackson, Joshua Gabriel Timbrook, Lawrence Allen Williams, Dan Smith, Alex Sheikman, Mike Chaney, Kathleen Ryan, Tomm Coker

Front Cover:

Michelle Prahler

Front & Back Cover Design:

Rob Dixon

Publisher:

White Wolf Publishing, Inc

Imprint:

White Wolf Game Studio

Published:

October 1994

Pages:

144

Publication #:

WW04251

Reference #:

ISBN 1-56504-137-2

Price:

$15.00

The Book of Madness details the alien forces of darkness, chaos and madness which challenge the mages of Earth; specifically the Nephandi, Marauders, Demons, Paradox Spirits, and the Umbrood.

SummaryEdit

From the White Wolf catalog:

The Darkness has Teeth
Beyond the Horizon, dark forces claw at the edges of sanity, battering at the fabric of reality, seeking final night:
Nephandi, the Corrupters
Marauders, the Foot-Soldiers of Chaos
Demons, the Renders of Souls
Paradox Spirits, the Mage's Bane
Umbrood, the Living Mysteries
What are they? Why are they? Can we stand against them all? And what if we cannot?
...And It Hungers!
The Book of Madness is a bestiary for Mage: The Ascension, exploring the darker reaches of magick's touch. It includes:
  • Details about a mage's deadliest foes;
  • Dozens of mystic creatures from the Dark Side;
  • Storyteller hints, cosmology, and more.

Prelude: VulturesEdit

Fiction. A mage named Amanda meets Alexander Gericault, who was her lover in her previous incarnation, and who explains why the other mages of her cabal might not trust her.

Introduction: Elemental HowlsEdit

An overview of the book.

Chapter One: The NephandiEdit

Details the mage servants of Oblivion, including their masters, allies, and magic.

Chapter Two: ParadoxEdit

Musings on the nature of Paradox and its manifestations.

Chapter Three: The MaraudersEdit

Stories of the Marauders, told by the Corax Johnny Gore to the Marauder Stephen Warwick.

Chapter Four: Demons and Demon CultsEdit

Rules and background for Diabolists and Infernalists amongst mages.

Chapter Five: The UmbroodEdit

Spirits of the Middle and Upper Umbra.

Appendix: SystemsEdit

New spirit rules, changed from those presented in the original Mage rulebook to be compatible with Werewolf: The Apocalypse. It also contains rules for the Ritualis Infernal (Hedge Magic paths which are learned by Diabolists), Demonic Investments, Magick rituals, and some new Knowledge Abilities. The final page lists some recommended reading.

Background InformationEdit

Memorable QuotesEdit

CharactersEdit

TerminologyEdit

Corax, Demon, Garou, Magick, Marauder, Nephandi, Paradox, Paradox Spirit, Spirit, Triat

ReferencesEdit

Previous book:
Verbena Tradition Book
Game Books
Mage: The Ascension books
Next book:
Akashic Brotherhood Tradition Book

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