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This book is more thorough than the second edition of Mage the Ascension. Not only does it provide a lot of examples and explanations for spells, and rituals, it also cleared up a lot of the limitations and potentials for the various spheres.
Even though there are already party lines, the rules make it possible to have both Traditional and Technocratic magi working together. It is a time of reorganization and both parties are trying to find their destinies. In fact, the reader will follow the experiences of a Celestial Chorus member and a member of the Hippocratic Circle throughout the book. The idea of same goals through different methods was stressed.
The time period seemed to be the ideal setting for Mage. Not only are their so many possibilities in terms of new ideas and beliefs, the age of exploration in the high seas, the skies, the unknown continents, as well as the Void are all available for curious magi and their associates.
This book is a must for anyone who is interested in Mage. It is a very complete work and has vital information for storytellers and players who want to use the Renaissance setting. Whether you have an interest in high artisans, explorers, knights, shamans, witches, alchemists, there is something here for you.
In the Mage timeline, though, there was a crucial event which splitted history in two: Renaissance. It was then that the whole world started believing in science and it's apparent limitless capacities. It was then when people started removing some attributes which made the world turn from God, and it was then when the church started the most brutal prosecution against "pagans": Inquisition.
This is a book about the clash between 3 forces: Faith, Science and Magick. And as the Mage storyline goes, it's the perfect moment to play a Mage.