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I'm not going to review the contents of this decades old book.
If you don't know it, there are tons of reviews out there. Look up some, make sure this is the right edition for you (and make sure this is the right version of Mage for you too, because there's also Mage: the Awakening which is moderately similar to this game. Read up on about that too.)
If you know Mage, though, you know why you are here.
What my rating and my very short, cautionary review is about is the current pdf presentation of the game.
The pdf is a scan. That would be OK, if only
...the font wasn't a bit blurry, making it tiring on the eyes
...the pdf had actual bookmarks (you know, it's 2024)
...the OCRed text would actually match what's on the page (proof: select a paragraph, copy and paste it into a plain txt file, or try and have a sceen reader read it, notice chances are you won't be getting exactly what's on the page)
...there was a (form fillable) character sheet included with the download.
The game i...
Rating: [3 of 5 Stars!] |
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**To Delve Into This Arcane Tome Leaves One Spoiled for Choice, and Scratching Their Head**
Simply put, you have to appreciate the amount of effort put into developing this single discipline from the base game into so many variations and options, and that's the biggest appeal: **Options**. With all the powers provided in this book, you can be a studious scholar unlocking the secrets of their friends and enemies, a spell-slinging badass who can handle almost any physical threat thrown at them, a dedicated craftsmen mixing blood and ingredients to make phenomenal artifacts, and far more.
However, some of the magical paths are blatantly more loved than others.
* Path of **Blood** and Path of **Creation** are fun, and expand greatly upon two disctinct playstyles with options provided by the base game.
* The Paths of **Destruction**, **Life**, **Morpheus**, **Warding**, and **Hexes** allow for some more variety in, or focus on, existing rituals and powers from the base game.
* Path...
Rating: [4 of 5 Stars!] |
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