Ars Magica Digital Codex

Interaction Between Navigational Effects

It is possible for more than one navigational effect to be active at any one time. Where The Hermes has been commanded both to sail for Constantinople and to follow the coast, these effects are designed to work in harmony to ensure that the ship sails the coastal route to the city. Where there is a clear conflict, the most recent command takes precedence. Any subsequent use of an effect replaces any currently running instance of that effect, so a command to sail for Sicily replaces the command to reach Constantinople, but the instruction to follow the coast remains in effect.

The ship's crew are not left powerless by such effects. Most of the navigational enchantments on The Hermes control the larger-scale movements of the ship, but it is the crew who ultimately control her. Left to its own devices, The Hermes may, unless protected, run aground in following the line of the coast. But the crew can steer her through treacherous waters while still benefiting from the ship's enchantments.

gus or crewman calling for The Hermes to find a place represented by an arcane connection. The effect allows The Hermes to recognize the direction in which the target can be found. The arcane connection must remain in contact with the ship through the effect's duration.

While this effect, on its own, does not provide any bonus toward navigating the ship, later effects invested into The Hermes can use the knowledge that this effect provides.

(Base 4, +4 Arcane Connection, +1 Concentration; +5 maintain concentration, +10 for unlimited use)

Required Lab Total: 1 season (80), 2 seasons (60), 3 seasons (54), 4 seasons (50)

Bonuses of +16 apply to this laboratory project: +10 as the ship is enchanted in the shipyard, +5 as it is a sailing effect, and +1 for prior Terram effects.

Follow the Coast

InTe 30

Pen: +0, Unlimited Use

R: Personal, D: Concentration, T: Vision

Activated by a crewman with clear sight of the coast, The Hermes can be commanded to follow the indicated coastline at a given distance. The coast must be sighted initially for targeting purposes, but does not thereafter need to be kept in sight by the crewman, as the enchantment grants this limited sensory ability to the vessel itself.

The effect ends either by command by any of the crew or when the ship sails out of sight of the targeted coastline.

The effect works by determining the direction and distance to the coast throughout the effect's duration, which The Hermes itself maintains. As a navigational effect, it provides no bonuses or benefit to the crew unless used together with the Tillerman enchantment.

(Base 2, +1 Concentration, +4 Vision; +10 unlimited use, +5 maintain concentration)

Required Lab Total: 1 season (60), 2 seasons (45), 3 seasons (40), 4 seasons (38)

Enchanted in the Hermetic Shipyard, this effect benefits from the usual +10 for ships, and the effect is so closely linked to sailing that the shape bonus of +5 to sailing also applies here. In addition, there are prior effects that include Intellego and/ or Terram effects, so the laboratory total gains an additional +2 bonus.

Potential side effects from experimentation might see the effect misjudging the distance to the coast or recognizing only certain types of coastline, such as beaches, harbors, or cliffs.