Black Lanterns (Water)

Black Lanterns are experts at water magic and highly desired in any town, especially coastal cities and villages that rely on fishing.  They are considered essential to the growth and health of a city.
See Lantern Guild for additional guild details.

First Circle

AffinitiesFishing IQ/A, Ice IQ/H, Magic IQ/VH, Sailors IQ/H, Ships IQ/A, Water IQ/VH
PerksIntuitive Cantrip (Rinse), Sanctum, Sea Legs, Super Sympathy,
Optional TraitsSpecial Exercises (HT), Fit, Very Fit
Allowed Benefits:

Second Circle

AffinitiesFishing IQ/A, Ice IQ/H, Magic IQ/VH, Sailors IQ/H, Ships IQ/A, Water IQ/VH
PerksIntuitive Cantrip (Rinse), Sanctum, Sea Legs, Super Sympathy,
Optional TraitsSpecial Exercises (HT), Fit, Very Fit; Swimming; Expert Skill (Hydrology)
Allowed Benefits:

Third Circle

AffinitiesFishing IQ/A, Ice IQ/H, Magic IQ/VH, Sailors IQ/H, Ships IQ/A, Water IQ/VH
PerksIntuitive Cantrip (Rinse), Sanctum, Sea Legs, Super Sympathy,
Optional TraitsSpecial Exercises (HT), Fit, Very Fit
Allowed Benefits:

Fourth Circle

AffinitiesFishing IQ/A, Ice IQ/H, Magic IQ/VH, Sailors IQ/H, Ships IQ/A, Water IQ/VH
PerksIntuitive Cantrip (Rinse), Sanctum, Sea Legs, Super Sympathy,
Optional TraitsSpecial Exercises (HT), Fit, Very Fit
Allowed Benefits:
Required:
Allowed Benefits: Secret Spells and Books

Fifth Circle:

AffinitiesFishing IQ/A, Ice IQ/H, Magic IQ/VH, Sailors IQ/H, Ships IQ/A, Water IQ/VH
PerksIntuitive Cantrip (Rinse), Sanctum, Sea Legs, Super Sympathy,
Optional TraitsAmphibious, Special Exercises (HT), Fit, Very Fit
Allowed Benefits:

Rituals and Mandalas

Standard Rituals: Command the Waves (Black -4, 10 minutes; p 143); Endure Elements (Black, Brass, Grey -2; 10 minutes; p 143); Mist (Black -3; p 144); Predict Weather (Black -2, Grey; 10 minutes; p156); Summon Water Spirit (Black*; 1dx10 minutes; p162); Weatherworking (Black -6, Grey -4; 1 hour; p156)
New Rituals
Chill Object (Black -1; 30 minutes; lowers the temp of an object by up to 10 degrees per margin of Success and specific temperatures can be specified; Objects enchanted this way act as coolers for the duration)
Life Preserver (Black -5; 30 minutes; Cast on an object it lets that object float and carry up to the specified weight and remain floating.  Normally cast as a conditional spell on life preservers or vests that activated when the wearer goes into the water.)
Purify Water (Black -4; 10 minutes; Cast on a container of water it purifies the water by destroying small impurities or pushing larger ones and objects out of the water. The water must be in a container and not a natural body like a pond, lake or sea. Can be cast on bottles, water towers or other things of that ilk and most used to provide clean water to a town.  Will cause larger objects up to 10 lbs to float to the top until scooped out or the duration expires. Bacteria and minor plants are killed and purged with smaller life pushed to the top up to the weight limits for objects.)
Seafarers Curse (Black -5; 1 hour; This curse harms the sailor or fisherman while on the sea.  If successful the victim suffers a mishap in 3d days, no duration modifier is required or permitted.  The mishap is equivalent to a missed job skill roll and a critical success on the Ritual or effectiveness roll treats it as a critical job failure roll.  Note that this can be especially dangerous in rough weather.)
Seafarers Luck (Black -5; 1 hour; Grants a charm the ability to make its bearer do especially well at work for the next month. No duration modifiers required or permitted.  Counts as a successful job roll, ordinary success turned into a critical success, normal failure counts as a success and a critical job failure becomes instead a failure by 1!  This only works for those who do their work on the sea but is very popular.)
Seek Coastline (Black; 20 minutes; Finds the nearest coastline if it succeeds and points the caster to it and tells how far away it is.  Often cast on a charm and sold to sailors)
Seek Fish (Black -4; 30 minutes; Finds the nearest school of the specified fish type.  You need a fish of the type your trying to find (and get the modifiers) or a successful use of Fisherman or naturalist skill to correctly visualize the fish your looking for.)
Seek Water (Black; 10 minutes; Finds the nearest amount of water or can be cast to look for multiple sources! MoS determines number of qualifying sources.  Caster can exclude known sources, specify a type (bottle, fresh, pond, salt, underground pool, well, etc for -2 skill))
Swimming Enhancement (Black -2; 10 minutes; Grants +1 to endurance rolls (swimming or HT) per two full points of success, min +2 AND +1 move (Swimming) for the duration.)
Water Bucket (Black -6; 1 hour; Conjures fresh clean water within the specified parameters. Weight (Thaumatology p243) for the amount of water and the water may also be specified to appear dispersed equally over an area when the Ritual is preformed.  Note that for a large ball of water no area is needed and in most cases the water will quickly spread out.  However this Ritual is also used to create sprinkler like effects to place on charms to put out fires or water a field and for that the area needs to be added.)
Secret Rituals
Enrich Water (Black -5; 1 hour; Transforms ordinary water into essential water.  This is an instant effect and no duration modifiers are allowed.)

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