Friday, September 2, 2011
Ars Magica - Saga Pack, Field of Inertness
• A 3 panel Storyguide's screen. With all the charts you will need to play Ars Magica.
• 16 complete grogs, with fully detailed personalities (so you don't have to roll them up yourself!), vivid examples of what grogs can be.
• Numerous briefing sheets on the Art of Story Design, Life of the Grog, Creating Companions, Limits of Magic, Mythic Europe™, the Code of Hermes, as well as many excerpts from the various Tomes of the Order of Hermes.
Field of Inertness
Ares of Effect: 1/2" Sq Level
Casting Time: 1 Turn
Saving Throw: None
This spell enables the magic user to create a permanent zone where magic will not function. This effect will apply to magical items as well as to the ability for creatures in the field to cast spells or use magical abilities.
Magical items brought into the field will become inert. They will function as normal items of the same name but will not have any functionality beyond that. Spell casters in the area will not be able to cast spells while in the area of effect. Neither can spells be cast into the area.
Creatures with innate magical abilities will not be able to use those. In addition creatures that are magical in their very nature will not be able to enter the field. This DM will need to decide on a case by case basis but in most situations they should prohibit most extra planar creatures if they have innate magical abilities.
The field will be permanent once it is created. When the spell is cast the magic user can specify distinct methods for the field to be destroyed but these are often impossible quest level events. Other than the caster specified method the only way to remove the field will be through use of a deity and their taking direct steps to eliminate the field.
The material component for this spell is the ground bones of a Disenchanter Beast. The powder will be mixed with other rare materials. The total cost of this should not be less than 1000gp. The DM may require that the caster obtain the items personally. The combined power will be used to outline the field area.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
From the web: "The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Withing min...
From the back cover: "A Trove of Magical Lore for Spellcasters and Artificers Magic suffuses the world of Eberron, enri...
Publisher Blurb: "He killed the God of War. He ascended into his divinity. No one told him that was the easy part. Look i...
From the web: "WHAT IS THIS STRANGE GAME? Did you ever wonder if modern man and his weaponry could stand up to mystic sp...
From the back cover: "You want it, we've got it! "Yes, the science fiction role-playing game you've been w...
From the web: "Locate Your Next Adventure Explore mysterious towers, foreboding temples, hidden coves, treacherous dunge...
From the back cover: "Inside you'll discover intimidating walls, comfortable cottages, a bustling smithy, and other th...
From the web: "Soldiers' Guild of Rhum describes the neighborhood of the Soldier's Guild in the city of Rhum, includi...
From the web: "An adventure for characters of moderate level about 400 character points. The characters hear of a house full of...
From the back cover: "Harness a new and Original Source of Magical Power Drawn from the ambient lift energy that fills ...