Ars Magica Digital Codex

Support for Mysteries

There are magical mysteries used across the Order that make the preparation for enchantment of large devices easier. The Verditius Magic virtue allows the magus to reduce the pawns of vis required to open the ship for enchantment by his Craft: Carpenter score (ArM5, page 97). The Verditius inner mystery of Elder Runes allows the shipwright to use a number of pawns of vis equal to his Magic Theory score multiplied by his Philosophiae score (Houses of Hermes: Mystery Cults, page 127). The Mystery of Celestial Magic reduces the number of pawns that must be spent to open the device (The Mysteries Revised Edition, page 48). Philosophic Alchemy allows the magus to extract vis from an aura directly into a device. This can be used to part-prepare the device for enchantment. The example on page 41 of The Mysteries Revised Edition shows how this can be used to help the magus open devices ordinarily beyond his capabilities. Shipwrights intent on enchanting larger vessels should consider these options.

Reparation of the Wounded Vessel

CrHe(Te) 45

R: Touch, D: Momentary, T: Structure, Ritual

This ritual repairs all the damage to the target ship, restoring all it sdamage levels regardless of its condition. All components considered intrinsic to the ship are affected by the ritual, including the rudder, masts, castles, sails, oars, and so on. The spell works on any vessel and returns it to the peak of its seaworthiness.

Unless the ship is completely wrecked (having lost all of its damage levels), any Hermetic effects enchanted into the vessel are still retained. Enchantments are only lost where all damage levels have been lost.

A Terram requisite is required to mend or replace bolts, nails, and other fixtures.

(Base 3, +1 Touch, +3 Structure, +2 for treated and processed Herbam, +3 intricacy, +1 Terram requisite)

Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57)

The +10 ships bonus afforded by the laboratory applies to this effect. Experimentation may reduce the effectiveness of the ritual, leaving the ship with at least one damage level lost, or in the worst cases put the enchantments at risk.

Running Repairs

CrHe(Te) 30

R: Touch, D: Momentary, T: Structure, Ritual

This ritual repairs a single damage level to a vessel, represented by the magus identifying and targeting the damaged area of the ship. This ritual may be cast on a ship that has lost multiple damage levels, but only one of those levels will be repaired. A Terram requisite is required to mend or replace bolts, nails, and other fixtures.

If cast on a ship with at least one remaining damage level, any enchantments in the ship are preserved. If the ship has no damage levels remaining, then the enchantments are lost.

(Base 3, +1 Touch, +3 Structure, +2 for treated and processed Herbam, +1 Terram requisite)

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