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Ars Magica RPG: Fifth Edition
Ars Magica ("The Art of Magic") is the award-winning roleplaying game by Jonathan Tweet and Mark Rein-Hagen that focuses on wizards who are as powerful as those we know from legend and literature; in the land of Mythic Europe, those legends are real. The rules encourage players to develop their characters
(RRP is £26.99)
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Ars Magica RPG: Antagonists
Magi of the Order of Hermes often come to the attention of other inhabitants of Mythic Europe. Some see them as a threat, others as a target, still others as an opportunity. Some even want to help the magi to better integrate themselves into society. These might be mundane humans, supernatural creatures,
(RRP is £19.99)
Ars Magica RPG: Apprentices
Even the mightiest wizard of the Order of Hermes once cast his very first spell.
This book contains advice and rules for playing apprentices and other children in Ars Magica. It covers changes to character generation and guidelines for development as a child grows up. Rules for teaching Hermetic
(RRP is £22.99)
Ars Magica RPG: Dies Irae Sourcebook
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 anything
(RRP is £22.99)
Ars Magica RPG: Grogs
Grogs have much to offer any saga, from heroic death to comic relief, or even both at the same time. However, creating and maintaining dozens of characters can be a strain on the creativity and patience of even the finest troupes, and so grogs may be overlooked in favor of magi and companions. This
Ars Magica RPG: Lands Of The Nile
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
Ars Magica RPG: Mythic Locations
The magi of the Order of Hermes call some of the greatest supernatural places of Mythic Europe home, but there is still much that they do not know. Four realms of power touch the world, leaving their varied marks on the landscape. These places hold allies and enemies, peril and reward, power and
(RRP is £19.99)
Ars Magica RPG: Source: Covenants
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:
Ars Magica RPG: Source: Hedge Magic Revised
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
Ars Magica RPG: Source: Tales of Mythic Europe
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 noblewoman
Ars Magica RPG: Source: Tales Of Power
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.
(RRP is £21.99)
Ars Magica RPG: Source: The Cradle and the Crescent
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.
(RRP is £22.99)
Ars Magica RPG: Thrice Told Tales
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
Ars Magica RPG: Through The Aegis
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 of
Ars Magica RPG: Tribunal: Against The Dark: 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 kingdoms play east and west against
Ars Magica RPG: Tribunal: The Contested Isle: The Hibernian Tribunal
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
Ars Magica RPG: Tribunal: The Lion and the Lily
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
(RRP is £21.99)
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