The Saga Pack is a combination GM Screen and supplement for the Ars Magica game. The Saga Pack is for the second edition of the game. There did not appear to be a screen created for the first edition of the game. The product was released in 1989 by Lion Rampart. Since the version I have is still shrink-wrapped I can not speak about the supplemental material. Below is information from the product itself.
• 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.
Spell:
Field of Inertness
Level: Eighth
Range: None
Duration: Permanent
Ares of Effect: 1/2" Sq Level
Components: V,S,M
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.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, September 2, 2011
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1 comment:
First edition Ars Magica will always hold a special place in my heart. The magic system was a nice innovation post Chivalry & Sorcery, and it was fun doing some illustrations for the first adventure.
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