Wizard's Grimoire Revised Edition: Difference between revisions

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* Much of the missing stuff from the rulebook.
* Much of the missing stuff from the rulebook.
* Patchy, but the good bits are very useful.
* Patchy, but the good bits are very useful.
[[Category:ArM4]]
[[Category:Products]]

Revision as of 04:51, 15 July 2013

The Wizard's Grimoire Revised Edition
Cover illustration for The Wizard's Grimoire Revised Edition
Product Information
Rules Edition: Fourth
Abbreviation: WGRE
Product Type: Sourcebook
Author(s): John Kasab and David Chart
Publisher: Atlas Games
Product Number: AG0258
ISBN: 1-887801-68-5
Release date: 1998
Format: Softcover or PDF, 176 pages
Availability: In print; PDF available

The Wizard's Grimoire, Revised Edition (or WGRE), by John Kasab and David Chart, is an improved version of the previous Wizard's Grimoire updated to Fourth Edition mechanics.

There is an official product page at the Atlas Games Web site.

Key Contents

Relevance to Current Edition

Many of the best parts of the WGRE have been translated into Fifth Edition and either incorporated into the core rules or other supplements. Since the WGRE is a mechanics-heavy book, and the mechanics for magic have changed substantially between ArM4 and ArM5 (the Spell Guidelines are different, some of the Arts have changed scope, and the Ranges of spells work differently), most of the contents of WGRE are obsolete for Fifth Edition.

Player Reviews

Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:

FAQ Rating: \*\*\* (14 reviews; 0 *, 4 \*\*, 10 \*\*\*, 1 \*\*\*\*)

  • Terrific resource, and much better balanced than the earlier edition. Faerie magic is -way- too powerful, however.
  • Good, a bit dated and has a number of rules that are optional
  • Very useful for adding flavour to laboratory work. Easy to use.
  • Some interesting ideas, extra spells, but on the whole a bit too eclectic and insufficiently playtested. Many if not most of the features may not appeal to most troupes.
  • A broad treatment of Hermetic culture and traditions. Reprints a lot from previous books, and introduces a lot of spells and a faerie magic system that are possible game-breakers.
  • Hit and miss. Parts of it are essential, others read like someone threw it in at the last minute. Test whatever you intend to use.
  • Maybe not revised enough for me.
  • The Mysteries is now more useful to let magi grow.
  • An improvement over the old Grimoire, but still not enough.
  • A flawed but necessary acquisition for most storyguides.
  • I like the laboratory creation, book, and peripheral code sections. The spells scream "munchkin" and I don't like most of them.
  • Much of the missing stuff from the rulebook.
  • Patchy, but the good bits are very useful.