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In Ars Magica, sometimes you will play the part of a stalwart grog, guarding the wizards with your sword and shield. Flexible combat rules make each battle distinct, unpredictable, and often deadly. Your brutal life as a hired sword promises little boredom.You can also take the role of a...

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Imagine an age where myth is real and where the superstitions of the common folk hold true: faeries dance in forest glades, angels protect the Church, demons corrupt the weak, and wizards wield magic beyond the ken of other mortals. You play these magi, gathered in covenants with your allies and...

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A Medieval Tapestry features dozens of unique characters to be added to your Ars Magica saga, plus informational inserts and story ideas, as well as magus archetypes. A Medieval Tapestry serves several purposes: It illustrates character creation under the rules of Fourth Edition. The characters...

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The Transylvanian Tribunal ... Between two empires is a land of high mountains and dark forests, of great rivers and fertile plains. The richest king in Mythic Europe rules Hungary, but his nobles are restless and the Teutonic Knights he invited to guard his borders want no overlord. Other small...

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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...

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Even the mightiest wizard of the Order of Hermes once cast his very first spell. ... The greatest Bonisagus magus of the age was once taught the rudiments of Magic Theory. There was a time when even the dragon-slaying Flambeau faced his fear of the cook to pilfer cakes from the kitchen. And the...

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What He shuts no man shall open. ... —Isaiah 22:22 ... Many are the secrets of Sapientia Aetatum, an unusual winter covenant found inside the walls of an ancient Roman town. ... Though many believe it dissolved long ago, one day a messenger brings the player magi an invitation to visit. Lured by...

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Death comes to us in many horrible forms... ... Black Death is an adventure that pits the characters against a most fearsome foe: the plague. The town of Montrouge has fallen victim to contagion, and the neighboring covenant, Ad Vis Per Veritas, has fallen with it. If the characters hope to...

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Welcome to a land of contrasts... ... From the lofty mountains of Asia Minor to the luxuriant green of the Nile valley, from ageless cities to young kingdoms, from bustling sea ports to impregnable castles. Welcome to a land torn between religious wars and tortuous politics, theater of the clash...

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The Misty Palace is a place of danger and self-reflection, where the characters' actions determine whether they live or die. They must face themselves on a footing where there is less difference between magus and mundane, deacon and ditch-digger, grog and grape-grower than in Mythic Europe. The...

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In the thirteenth century towns and cities are growing all over Mythic Europe. Covenants that were once in remote forests find themselves within sight of city walls, and regions that were once cut off from the world are now visited by traders from distant parts. For many covenants, cities are a...

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The covenant is the home of magi and the heart of an Ars Magica saga. Much more than just a base camp, its prosperity determines the power and safety of the characters who live there, and the challenges faced by a covenant shape the whole saga. The Covenants sourcebook includes: New Boons and...

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This supplement, published in 1990 by Lion Rampant, was the original guide to creating covenants for Ars Magica under the game's 2nd Edition, and has been long out of print. Besides including rules for creating the covenant, the central character in your saga, this book included four...

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Legends. They are tales of the past, done and gone, touching the world only in memory. The foolish scoff at legends, dismissing them out of hand. You, though of a young covenant, know better. You know the past forges the present. You know the past hints at the future. You know the legends of...

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Inspired by the legends of Brittany, Faerie Stories is a collection of ideas and detailed supporting information for Ars Magica, with a common theme: encounters and dealings with faeries. It is a simple but useful tool for storyguides and their troupes; a source of tales and ideas, ready to use...

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There is a world that underlies Mythic Europe, a world of perfect beauty, living light, and dark horror—the world of the faeries. Follow the part-faerie troubadour Gerin as he pursues the faerie queen who stole his infant sister. Read first-hand accounts of faerie encounteres, given by wizards...

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Live the Legend. The covenant of Fanum has broken the Code of Hermes by interfering with the mundane population of Germany. Their interference has resulted in the near-destruction of another covenant, and now the members of Fanum have been summoned before the Rhine tribunal to face Hermetic...

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Atlas Games celebrates its eighth anniversary by revising two classic Ars Magica adventures for the game's Fourth Edition and re-releasing them under one cover. ... The Ghoul of St. Lazare (by John Nephew) begins with the discovery of a mutilated corpse, evidence of sinister events upriver. It...

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They are the majority in almost every covenant, and without them things would come to an immediate halt. They spend their lives serving magi, and may lay those lives down to defend them. They are the cooks, servants, warriors, craftsmen, and hunters who keep the Order of Hermes running smoothly....

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Guardians of the Forests details the birthplace of the Order of Hermes, Mythic Germany. From the sinister faerie heights of the Black Forest, home to Durenmar, through the prosperous and venerable cities of the Rhineland, to the fog-ridden Harz Mountains, to the lowland plain and Crintera's...

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There is magic all around us... ... This long-anticipated supplement features several non-Hermetic traditions of magic in Mythic Europe. The Cunning-folk live close to the land, and know how to make powerful charms, potions, and banes. Natural Magicians study the classical works of antiquity,...

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Hermetic magi believe themselves to be the undisputed masters of magic in Mythic Europe. Certainly, there are a few hedge wizards, but their numbers and powers are surely negligible compared to the might of the Order of Hermes. ... Those hedge wizards would beg to differ. ... Hedge Magic provides...

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Britain, the best of islands, is located in the Western Ocean, between France and Ireland. It is eight hundred miles long and two hundred wide, and provides plenty of everything that human beings need. ... —from the introduction to Geoffrey of Monmouth's History of the Kings of Britain ... Heirs...

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You are an Hermetic magus, one of the greatest wielders of magic Mythic Europe has ever seen. You can control the winds with a word, the beasts with a gesture. You can create a forest in a matter of moments, and destroy castles with a thought. No secret of mortal man is safe from your...

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Mythic Europe is a place of wonders. Ancient spirits live in the rivers and sleep under towns and cities. Merchants travel between those cities, bringing the mundane population together, while nobles fight and hunt from their castles of stone. The dead do not all rest quietly, and the traces of...

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Houses of Hermes describes the twelve houses that compose the Order of Hermes, their origins, their histories, and their recent actions. It provides important and dynamic information for players and storyguides alike, adding detail and drama to any Ars Magica saga. It includes: A plot connected...

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There are those within the Order of Hermes who transmit secrets of magic incomprehensible to outsiders. Pre-eminent among them are the four Mystery Cult Houses, gatherings of magi Initiated into the same Mysteries. This book details the Mystery Cults, including full details of their Inner...

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The third and final volume in the Houses of Hermes series, Societates covers Houses Flambeau, Jerbiton, Tytalus, and Ex Miscellanea. These houses are formed of wizards who have come together out of shared interests and philosophies. ... House Flambeau includes the champions and knights of the...

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The entire Order stands on the brink of dissolution, and we are the only force that keeps it from toppling.... We are the salvation of the Order! ...      —Aldico, Primus of Mercere, addressing his House during the Schism War ... The True Lineages are the backbone of the...

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Visit a land of wonders... a place where glaciers stretch to the horizon, where fissures pour forth rivers of molten rock, where giants still tread and ancient spirits guard forgotten secrets. Iceland sits on the edge of the frozen sea, its people clinging to the coastal lowlands while the...

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There was a time when the people of Egypt worshipped animal-headed gods and built mighty tombs at the command of their pharaoh. That time ended 1,500 years ago. ... Now, Egypt is a Muslim nation, ruled by a sultan from the new city of Cairo. The Guild of Seekers have the sultan's blessing to dig...

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Throughout its history, some members of the Order of Hermes have stood out from their peers, whether for their brilliance or for their sheer stubborn pursuit of a goal. They are the legends of the Order, whose tales are still told and even emulated by lesser magi. And some of these powerful...

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Come to a land of hills and shadow, where faeries evil and benign daily touch the lives of the inhabitants. Here, near-immortal magicians change throughout the centuries into hideous monsters, and monoliths tell of ancient battles in tongues spoken only by a few shadowy magi. ... Lion of the...

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The Sourcebook of Medieval Legend ... In Mythic Europe, kings rule their feudal lands, but their wives can be stolen by magic. The church preaches repentance, and saints manifest on Earth to enforce their will. Countries can be changed into lakes, and whole islands hidden from all who are...

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The undisputed rulers of Mythic Europe are the nobility—those high-born who are bound together by sacred vows of loyalty, are supported by the land, and provide support to the Church. Lesser nobles compete for the favor of those superior to them, while great nobles seek the loyalty of those...

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Everyone knows what a follower of Flambeau is like ... a master of Ignem magic, a maestro with Pilum of Fire. Apart, that is, from those Flambeau who choose to wield mundane weapons, or who control the powers of darkness and cold. ... And Tytalus magi are renowned for weaving intricate plots in...

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Mistridge provides all the information you need to be a storyguide or player in the Mistridge Covenant setting. This book also offers extensive detail on Mythic Europe's Val du Bosque, and allows players the opportunity to create their own characters, or to assume the roles of vastly powerful...

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This sourcebook provides five more unusual places to use as the basis for adventures in your Ars Magica saga. These locales are unique because they are composed of regio, levels of magical potence. Each level characterizes a single mythic place in a new way so that each place really has several...

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Your covenant is one of power and authority, control and mastery. To reach this pinnacle you have seized the lands around you, dominating all their meek inhabitants. You are lord of all you survey. However, there is a much greater world beyond the not-so-far horizon, a world controlled by others...

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Beyond the peasant's reckoning, nay, beyond the mundane world entirely, lie mythic realms that none but the learned, innicent and blessed may perceive. These realms are the resting places of great beings of potence, and if properly approached they may grant great gifts. But lo, to enter the realm...

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Kings belong to a select caste separated from the commonality of man by birth and by God's anointment. A powerful rebellious subject may hold his king prisoner—and may even have him murdered—but will never stoop to treating his monarch publicly with anything less than the utmost respect and...

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For centuries the Pact has protected the peasants of Pasaquine from the enmity of Hrulgar, Prince of the faerie forest. But now the wolf cub of Hrulgar has been slain and the pack leader demands revenge. What sinister plot lies at the bottom of this horrible calamity and what will happen to the...

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Parma Fabula is a two-part supplement, consisting of a storyguide's screen and an inserted booklet full of useful information. ... The screen contains a wealth of useful information, including all of the charts and tables the storyguide needs to adjudicate most combat and spellcasting situations....

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As a magus you wield magical might beyond humanity's comprehension. You command the wind to blow, the sea to part, the forest to wither. You are powerful indeed, but what is the value of worldly power if you must pay for it with your eternal soul? In the eyes of the Divine only your virtue is...

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God is the patron of the Jewish people, his chosen people, guiding them through history and ultimately back to the Promised Land. ... God is three and one, incarnate in Christ His Son, and offers salvation to all equally. ... God is pure unity, with no parents or children, saving all who submit...

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Demons work to corrupt all the people of Mythic Europe. They take on attractive forms, but ultimately they seek to drag all of humanity down into damnation with them. No matter the nation, the creed, or the race, they are the true enemy. ... The thirteen chapters of this book cover all of the...

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A Fourth Edition Jump-Start Scenario ... A century ago the fury of the storm took human form and became the Stormrider, a dark creature of boundless rage. Then, some twenty-three years ago, this great evil was vanquished and mortal men became heroes. Now the tempest rises again. The Storm Steed's...

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The Order of Hermes is supreme, unchallenged in its mastery of magic. All other magicians are hedge wizards...maybe interesting to researchers, but certainly no threat. Or so magi of the Order tell each other. And most of them actually believe it. ... The four traditions in this book prove the...

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This Ars Magica 2nd Edition supplement includes: A three-panel Storyguide's screen, with all the charts you will need to play Ars Magica (in the Digital Edition, this is reproduced as two pages of artwork and three pages of charts); 16 complete grogs, with fully detailed personalities (so you...

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For hundreds of years the magi of the Greater Alpine Tribunal have maintained Hermetic peace. Not for them the squabbles of the border tribunals, the petty incursions, the little animosities. In the valleys of the Alps, Hermetic culture and Hermetic magi have flourished. Covenants which knew the...

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Almost thirty years ago, a female wizard of the covenant bore a son and named him Andros. As he grew, the other magi realized that Andros understood magic at a level the scholars of Hermes could not comprehend. He knew the future and the past; he could see and speak with spirits. But then, quite...

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This official Ars Magica sourcebook takes the magi past the equatorial Ring of Fire to the strange and wondrous Lands South of the Sun—a mythic place legendary in the medieval mind. From their iron citadels, the Colossi of Dis rule their demon-haunted hills; the Queen of Niobia, monarch of the...

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Mythic Europe is a place of heroism and cowardice, honor and betrayal, wonder and horror. Introduce this full range of possibility into your saga's stories with Tales of Mythic Europe, a collection of short adventures for Ars Magica Fifth Edition. ... From a ship plagued by a faerie, to a...

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Hermetic magi grow powerful in their age. They can defeat mundane armies single-handed, challenge spirits of fire in their lair, and drive the servants of Hell from their strongholds. No place in Mythic Europe is too distant, and no barrier can keep them out. From the popes and kings who rule to...

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Fifty years ago, the covenant of Calebais was destroyed. ... No one knows how or why such a powerful and well-defended group of wizards could possibly fall. The truth behind the tragedy only comes to light when you and your friends uncover this mystery. From faerie-inhabited forests to the...

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God rules Mythic Europe in awesome majesty, served by the angelic hosts. For most people, however, the majesty of the local bishop is awe-inspiring enough, and God is served by the priests, monks, and friars who share their communities. The Church touches every aspect of life, and every...

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Travelers tell of lands to the east, beyond the shattered Byzantine Empire and the Crusader kingdoms of Outremer, where sorcerers ride carpets and whirlwinds, where jinn worship and trade openly in the great cities, and where fire is the sign of God. ... Those travelers speak the truth. ... Take...

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These Russians—too many princes. Now in Great Bulgar, we are sensible folk. Terribly sensible. We have only one prince, our Khan, you see? He gives us our law—all the same law—good Muslim law too. And he leads us in battle, and he sets the taxes lightly, oh yes. Now isn't that sensible? These...

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The power of Hermetic magic does not extend to the Lunar sphere, so what happens when a powerful demon incarnates himself in a body which is apparently from that realm? Can the magi defeat such a powerful enemy on their own, or must they rely instead on a miracle from God? ... The Fallen Angel is...

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Deep beneath the frozen ground lies the seed once-fallen. Still and cold, it awaits life that only Spring's thaw permits, and only Spring's kindness grants. In life the tree and your Covenant are one. Your stone foundations are your cold seed, and only through struggle and fate's kindness may...

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Mysterious pools of blood have begun to appear around your covenant and the magical aura has slowly begun to disappear. What is the cause of this curse and can it be stopped before the covenant is destroyed? The fate of the entire Order of Hermes is in the characters' hands, as they must struggle...

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A tale must be told of Autumn's death... ... This Ars Magica supplement is part three in the Four Seasons Tetrology, and follows in the footsteps of The Tempest. Herein the Storyguide will find the information needed to organize the descent of your covenant from Autumn to Winter. This book...

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This saga supplement is the fourth and final chapter in the Four Seasons Tetralogy. In this sprawling epic, characters and their decrepit Winter covenant must endure the wild machinations of mad wizards and the onslaught of righteous crusaders, only to face death itself. For without its demise...

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Designed for use with Ars Magica Third Edition, this book explores Mythic Europe's mysterious tradition of shamanic magic. With this book you can become a mystical shaman, traveling the spirit world and bending its otherworldly inhabitants to your will. You can become a fierce shapechanger,...

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In much of Mythic Europe, magi build covenants in remote wildernesses to avoid contact with mundanes. In northern France—the Normandy Tribunal—this is all but impossible. The wildernesses have been tamed and plowed under, the Church plants monasteries in the wastes, noble lords build castles to...

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From their unfathomable domains, the powers beyond life call forth your soul. Your burdensome choice lies between Light or Dark, and your fate hangs in the balance, either for torment in life and paradise beyond, or paradise in life and torment beyond. Choose Dark and all the world is your...

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By the thirteenth century, the bestiary was one of the most popular books available in Europe after the Bible. The bestiary was both morality play and encyclopedia. The emphasis was on morality play, since most bestiarists were monks or other Christian scholars. From their point of view, the...

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Wisdom, too, is Mightier than the Sword ... This is a sourcebook on Europe of the 13th century, the inspiration for fantasy literature and roleplaying games. This book is written in the hand of a monk, Peter of Aalen, offering his perspective on the society and culture of the Middle Ages. This...

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There are Mystery Cults beyond the four Houses within the Order of Hermes. They keep their secrets from other magi, revealing their knowledge one piece at a time to those who undergo grueling initiations. This book reveals all, from alchemists seeking immortality to theurgists trying to become...

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The first few days on the sea tell you whether you will be able to bear any more. After that, you can begin the serious business of exploring the ship, hearing its history, learning the theory of its construction, and testing its effectiveness in the event you are attacked. ......

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A Creature of Legend: The Stormrider ... Loose upon the winds of the tempest, astride his evil black steed, is a creature of the storm. It is said you can see him galloping upon the gray storm clouds, urging the winds to greater ferocity. When his anger is especially fierce, he descends to the...

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Once-proud Constantinople has been ravaged by bloodthirsty Crusaders, and has sunken into depravity and ruin. With the fall of the blessed city, ancient magical bindings maintained by Roman relics of the defeated Empire are now shattered and broken, releasing beasts and demons to roam the land....

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Drop a stone into a pool and watch the ripples spread out. ... The prince saves the princess and they marry. But then they have a daughter, and perhaps the faeries are still interested. A saint raises the dead and stops a war, and years later the wealth of the pilgrimage site nurtures a hive of...

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The covenant is the heart of an Ars Magica saga. It hides secrets within its Aegis, secrets that may, across the ages, become hidden even from its own members. From the poverty and enthusiasm of Spring, through the glory of Summer, to the stability and power of Autumn, and thence to the decline...

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The Ancient Wyrm Stirs... ... This adventure takes the magi to yet another corner of Mythic Europe: Flanders, a medieval center of flourishing trade and the arts. With a mighty dragon as the chief adversary, this adventure will prove a challenge for even the most powerful of magi; and yet the...

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Triamore is an Ars Magica Fourth Edition sourcebook covering this unique covenant, its manorial holdings, and the surrounding region. It's more than a narrow treatment of these topics, though—it's a treatise on the society, politics, and manorial life that surround every covenant, explaining how...

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Forsaken Land; Forsaken Hope ... Trapped between harsh mountains and turbulent seas, the Hermetic Tribunal of Iberia is fated, nay, condemned to isolation. Here on the penninsula of future Spain, the order of Hermes has established itself amongst a resolute people who struggle against their...

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Geez, Pa, It's Chock Full o' Demons! ... The birthplace of an Empire. The heart of Christendom. The nexus of the Order of Hermes. The Roman Tribunal is the most magnificent land in Mythic Europe—and utterly damned. The powers of darkness corrupt Rome's people, taint its Church and stifle its...

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When the universe began, there was only a chasm so immense that even the gods would become dizzy looking into it, known as the Ginnugagap. It was here that Yggdrasil—the World Tree—would lay down its roots. ... Ultima Thule: Mythic Scandinavia is the sourcebook of Norway, Sweden, Denmark,...

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Magic is the supreme power of Mythic Europe, and this tome of knowledge contains a whole host of new directions for magic. It features new templates for player character magi, essays that examine topics of concern to the wizardly class, rules for improving laboratories in a myriad of ways, sample...

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Hermetic magic has the power to change the world. A magus fresh from apprenticeship can create a land to rule where there was nothing but ocean. Magic can replace much of the back-breaking labor typical of the medieval world. Even without changing their use of magic, magi could upend the...

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The magi of the Order of Hermes are not the only scholars and artists in Mythic Europe. In the Greek and Muslim lands, traditions of learning stretch back unbroken over centuries, while scholarship has emerged from long centuries of neglect in the Latin West with great vigor. From parish schools...

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Everyone knows Egypt, but Egypt is just one corner of Africa. Between the sand of the Great Desert and the sea of the Mediterranean lie the great cities of Marrakesh and Fes, home to merchants, scholars, and thieves. The Atlas mountains and the plains of the Tell are home to Tuareg and Berber...

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In Mythic Europe, some wizards serve the terrible powers that ruled the world at the dawn of time, and plot to grant them mastery once more. Others would take everyone to a glorious new existence, careless of whether they want to go. Still more have nothing but the best of intentions, but risk...

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You mustn't call them by name—they are the good neighbors, the fair folk, the gentry. Don't draw their attention, for those they notice are drawn into their stories, which no mortal can survive unchanged. Stay away from the edges of the dark woods, respect your superiors, and do what society...

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Of the four realms of power in Mythic Europe, Magic is at once the most familiar and the most alien. It's the source of power wielded by Hermetic magi, but it cares nothing for human concerns. Elementals are the essence of the elements given form; what are emotions to them? Dragons are ancient...

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The Classic RPG of Mighty Wizardry ... Originally Designed by Jonathan Tweet and Mark Rein•HagenPowerful Magi In Ars Magica, it is the year 1220 AD. The magi of the Order of Hermes are a secretive society of wizards scattered across Mythic Europe. Their power that dwarfs the companions and grogs...

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When Ars Magica debuted at conventions in the late 1980s, at its side was a modest ready-to-play scenario, labeled a Jump-Start Kit, entitled The Bats of Mercille. It included a short adventure, eight pregenerated characters, and game briefings for players, designed to get new players into the...

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Black of Cowl, Blacker of Heart... ... Consecrated by Christ himself, Glastonbury was the first Christian church in Britain. It survived the Roman persecutions, sheltered Arthur and Guinevere during the wars against the Saxons, and nurtured St. Dunstan, the greatest archbishop England has seen....

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The Bell of Ibyn Never Tolled. ... And so the covenant fell. The wondrous bell warned the magi of all dangers, or so the wizards of Calebais thought. But fifty long years ago some dark force destroyed their beautiful covenant, and its opulent halls have remained untouched ever since. Until now....

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The magi of Hibernia respect the land and its supernatural inhabitants, granting much of the Tribunal's area to hedge traditions and allowing supernatural creatures a vote at Tribunal. Now, magi from elsewhere in the Order have come to reform the Peripheral Code, laying siege to and taking one of...

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This book is a guide to incorporating the world of faerie into any fantasy campaign. Discover the pixie, the centaur, the Tuatha de Danann. These creatures are the mysterious, bizarre and intensely magical beings that live beyond the reach of mortal civilization, beyond the realm of...

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Published by Lion Rampant in 1990, this is the sourcebook that defined and expanded the Order of Hermes in Ars Magica 2nd Edition, describing a fantastic society of wizards. The mysteries of apprenticeship, the ambitions of potent magicians, their views of lesser non-magical society, and the...

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This collection collection of Ars Magica 2nd Edition adventures was the first book published by Atlas Games.Tongue of Vipers, by Thomas M. Kane: Magi of the players' covenant are invited to the court of the Viscount Stutt von Orstadt, in the Lorraine region of France, at the behest of Lady...