A Lantern is a device that burns oil to provide light, and occasionally warmth, in the Spelljammer campaign setting.[2][3]
Description[]
While lanterns can prove quite useful in wildspace, they can be terminally lethal in the phlogiston. Before entering the Flow, a spelljammer's crew must ensure that all lamps and lanterns have been extinguished. Lamps, lanterns and other devices that burn a flammable substance to provide light all consume man-air days of oxygen from a ship's air envelope.
There are three basic types of lanterns:
- A Hooded lantern is a standard lantern with shuttered or hinged sides. It is not directional and sheds light in a 30-foot radius centered on the lantern. A hooded lantern can be carried in one hand and burns a single flask of oil (1 pint) in six hours.
- A Bull's-eye lantern has a single shutter, while the other sides are highly polished to reflect the light in a single direction. It casts a single 60-foot long beam of light. A bull's eye lantern can be carried in one hand and burns a single flask of oil (1 pint) in six hours.
- A Signal beacon is similar to a bull's-eye lantern, except that it is significantly larger and must be mounted in a fixed position on board a ship, the bed of a wagon or some other suitable structure. A beacon produces a 240-foot long beam of light and burns a flask of oil (1 pint) every 2 hours.
Cold light[]
A "cold light" is created by spacefaring dwarves who pack a standard lantern or lamp with a clump of phosphorescent fungi or moss, such as glowmoss, rendering it safe to use in the phlogiston.[4]
Magical lantern[]
A lantern of continual light is created by removing the oil reservoir of a standard lantern or lamp, and instead installing an object (usually a gemstone) that has been enchanted with a continual light spell, rendering it relatively safe to use in the phlogiston.[5]
Appendix[]
References[]
- ↑ David "Zeb" Cook, Player's Handbook 2nd edition (revised), 1989, 1995, (TSR Inc.), ISBN: 0-7869-0329-5, Table 44: Equipment , chapter 6: Money and Equipment, page 91
- ↑ Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 2: Cap'n Gyudd's Spacefaring Gear, page 15
- ↑ David "Zeb" Cook, Player's Handbook 2nd edition (revised), 1989, 1995, (TSR Inc.), ISBN: 0-7869-0329-5, Miscellaneous Equipment section, chapter 6: Money and Equipment, page 93
- ↑ Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 6: Spacefaring Logistics, page 75
- ↑ Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, page 82