Ars Magica Digital Codex

Outfitting the Ship

The following effects are not enchanted into The Hermes itself, but are separate enchantments that either act on the ship's environment or provide effects not directly related to sailing.

Gather the Wind

ReAu 14

Pen: +0, Constant Effect R:Touch, **D:**Sun, T: Individual

This enchanted sail amplifies the force of any wind that touches it, collecting more of the wind than would normally pass across the sail.

An unfamiliar sailor or captain suffers a –1 penalty to any ship handling rolls for the first season working with the device, but once familiarized, he gains a +2 bonus to any sailing rolls and totals for speed. Vessels normally rigged with multiple sails need to be fully rigged with these devices in order to gain the benefit. If they are not, the –1 handling penalty applies.

If using City & Guild, these enchanted sails need to be of at least Superior construction to withstand the greater forces to which they are subject. As this effect is third magnitude, it does provide a +3 bonus to all stress checks against storm damage.

(Base 3, +1 Touch, +2 Sun; +1 for 2/ day, +3 triggered at sunrise/set)

Required Lab Total: 1 season (28), 2 seasons (21), 3 seasons (19), 4 seasons (18)

The sail provides a +4 bonus to effects dealing with wind while the shipyard laboratory adds +1 for each of Rego and Auram.

Cutting the Waves

ReAq 19 Pen: +0, Constant Effect R:Touch, **D:**Sun, T: Individual

This device is a shaped wooden plank, attached to the stem, or leading edge, of the ship. The Rego Aquam enchantment breaks the waves ahead of the vessel, which eases the path of the ship through the water. Each wave is treated as an individual, rather than a part of a larger whole. This is by analogy with Rego Auram, which treats distinct winds as individuals.

The effect, once the captain and crew are familiar with the ship's handling, is to improve its speed through the water. An unfamiliar crew or captain suffers a –1 penalty to any ship handling rolls for the first season working with the device, but once familiarized, they gain a +2 bonus to any sailing rolls and totals for speed.

(Base 4, +1 Touch, +2 Sun; +1 for 2/ day, +3 triggered at sunrise/set)

Required Lab Total: 1 season (38), 2 seasons (29), 3 seasons (26), 4 seasons (24)

The Hermetic Shipyard provides a +1 bonus to the lab total for each of Rego and Aquam.

The Ship's Hearth

Cr(Re)Ig 19

Pen: +0, Constant Effect

R: Personal, D: Sun, T: Circle

All ships have at least one hearth of some kind, and these are usually built into the vessel as it is constructed. Ships need fire for cooking, light, and warmth, but a fire that escapes can ravage and sink a ship if not contained quickly. This circular hearth, made of fired brick and mortar, creates its own magical fire of +5 intensity. The Rego requisite ensures that no flame or ember can leave the hearth.

(Base 4, +2 Sun, +1 Rego requisite, +1 2/day, +3 triggered at sunrise/set)

Required Lab Total: 1 season (38), 2 seasons (29), 3 seasons (26), 4 seasons (24)

This device does not benefit from the laboratory bonus to ships, as it is separate from the hull and does not affect the ship itself. But as a hearth, it does gain a +7 to create fire and heat.

False Fire

CrIg 9

Pen: +0, Constant Effect

R: Personal, D: Sun, T: Individual

These enchanted lamps shine with an unending inner light equivalent to torchlight. The lamps generate neither heat nor smoke, which makes them ideal for lighting the ship. The Hermes has a number of these, as they are cheap and easy to produce, and most magi are able to create multiple lamps in a season, especially given the easily obtainable Laboratory Text.

(Base 3, +2 Sun; +1 for 2/day, +3 triggered by sunrise/set)

Required Lab Total: 1 season (18), 2 seasons (14), 3 seasons (12)

If the effects are enchanted into lamps as described earlier, the project benefits from a +7 bonus to produce light, making the devices very easy to make. Given the low level of the effect, it is recommended that these lamps be lesser enchantments, which avoids the need to open each lamp for enchantment.