A Season Before the Mast
This ancient travel book contains several important spells. The book appears to have been re-bound several times during its life.
Call the Boat (Grimoire: Rego Herbam 35)
R: Arcane Connection, D: Concentration, T: Structure
The target structure, if it is mobile (like a ship), moves toward the caster at a pace no faster than a ship borne on light winds. A sailing ship can only come as close as the shore but an airship will approach to a point directly over the caster. (An Intelligence + Finesse roll against an Ease Factor of 9 will allow the caster to beach a sailing ship or ground an airship.) When the target structure arrives near the caster, a sailing ship’s ropes will leap over the side and tie up to a pier, if available; an airship’s ropes or rope ladders will descend to allow the caster to climb aboard. (Base 3, + 4 Arcane Connection, + 1 Concentration, + 3 Structure)
Save the Ship (Grimoire: Muto Herbam 30)
R: Touch, D: Sun, T: Structure, Req: Terram
This spell makes the wood of a ship’s hull, decks, and masts as hard as iron. (Base 4, + 1 Touch, + 2 Sun, + 3 Structure)
Stir the Slumbering Keel (Grimoire: Muto Herbam 45)
R: Touch, D: Year, T: Structure, Req: Mentem, Ritual
This spell raises a wooden ship or airship to a state of consciousness resembling that of a human. Such a ship can see and hear what is going on around it, and at a normal human level of perception. The awakened ship may share some mental attributes or Personality Traits with the caster who first awakened it. The ship can rearrange it’s plant-matter components, including rigging, sails, hatches, rudders, or any other qualifying (movable) component. (Base 4, + 1 touch, + 4 Year, + 3 Structure, + 1 quick and precise movement)
Aegis of the Keel (Grimoire: Rego Vim 10)
R: Touch, D: Year, T: Structure, Ritual
This ritual protects a ship in the same way that Parma Magica protects a magus. (The Structure target only works on ships, not immobile buildings.) This ritual is similar to Aegis of the Hearth and uses the same pre-Aphelion sorcery, but it is not as versatile.
If any spell is cast toward an Aegis of the Keel (originating from outside it), the Aegis resists the spell. Furthermore, spells that bring objects into the Aegis, including teleportation spells, are also resisted. If the foreign spell cannot penetrate a resistance equal to the level of the Aegis, it fails. Aegis of the Keel can block foreign Intellego spells, even if they cannot normally be blocked by magic resistance, and spells that were cast before they entered the Aegis, such as an invisibility spell cast on a magus outside the Aegis.
Effects from enchanted devices are resisted by an Aegis of the Keel unless the item was within the Aegis at the time of casting or was created within the Aegis by someone who was part of the ritual or who is in possession of a token.
Magi who cast spells within the Aegis of the Keel must subtract half of the ritual’s level from their Casting Totals. Spells successfully cast have otherwise normal effects. Penetration totals for magical creatures is reduced the same amount.
Creatures with a Might Score cannot enter unless they have higher Might scores than the ritual’s level. When approaching the vessel, a magical person or creature feels a slight tingle in the extremities.
Everyone involved in the creation of the ritual is immune to the ritual’s effects. Such magis’ spells are not resisted or penalized and the boundary of the spell does not exclude them. Unlike Aegis of the Hearth, this version of the spell does not allow tokens to invite magical guests onto the vessel if they weren’t present for the ritual’s casting. (General)