Finding the Location
Shipyards need to be located on major waterways: not necessarily on the coast, but on rivers deep and wide enough to support ships. They are often located alongside ports and harbors, as they tend to share a common infrastructure and have similar needs.
The ideal location provides land for a dry dock that is protected from the vagaries of storm and tide, but with easy and

As this is a Hermetic shipyard, a Magical aura is advantageous. Magical auras are usually found away from the encroaching influence of man. They are usually sites of secluded natural beauty and primal forces, and often home to supernatural entities. Perhaps more importantly, another member of the Order is likely to have a claim over them. And even if the land can be secured, can the magus claim the whole area as his sanctum? After all, his laboratory will cover the whole shipyard in time, and Tribunals often take a dim view of magi stepping outside what might be considered normal.
Regardless, the following spells may assist in preparing or improving a location.
A Season's Inning
ReTe(Aq) 25
R: Touch, D: Momentary, T: Boundary, Ritual
Some waterways, especially those near estuaries, are surrounded by marshland. However, there are techniques for building up and draining the land. This can take many seasons of work, with a large team of laborers working in very difficult conditions. The draining of marshland through the digging of drainage channels and the building of dykes is known as inning. This ritual allows the magus to drain an area 300 by 300 paces to the point that it is dry and stable, as though a season had been spent inning the land. The Aquam requisite is used to move the standing water outside the spell boundary, which makes the inning work easier than normal.
This spell uses the rules for Rego Craft Magic (Covenants, page 49) and as such the


river barge, or a larger waterway to take a
(Base 3, +1 Touch, +1 Part; +3 size, +1
Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)
magus must make a Perception + Finesse roll to determine the success and quality of his work. In this case, the Ease Factor is 15 (base 9 + 6 for a season's work). Failure means that, while the drainage ditches may have been dug, they are either too shallow or too few to drain the land. If left, the land is likely to remain waterlogged and building on it is impossible.
(Base 2, +1 Touch, +4 Boundary, +1 Size, +1 Aquam requisite)
Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)
Remote Shipyards
buss or cog.
to affect stone)
Some magi or covenants may choose to build or enchant a ship, either without a shipyard or with a shipyard built some way distant from a waterway. While this makes things more complicated, Hermetic magic can overcome most difficulties.
There are many reasons for building ships away from rivers and the sea. For one, it allows the construction work to be carried out unseen by curious eyes, and for another, the magus is less restricted with regards to Magical auras.
A secluded lake allows the Hermetic shipwright to test the boats he makes, and there are almost certainly streams and rivers that drain the lake that can be
Follow the Route I Command
ReTe 25
R: Touch, D: Momentary, T: Part
This spell carves a new channel in the ground with both ends connected to an existing waterway. As the spell completes, the water flushes into this new section and the spoil from the work starts to fill the old channel. The magus must be touching the ground that he wants the new channel to pass through.
The movement of a large amount of earth, while time-consuming, requires little skill. A Perception + Finesse roll against Ease Factor 12 is needed. Failure means that the channel is incomplete, or the old route is still flooded. If the Finesse roll botches, the work appears complete but the land is now liable to flooding, causing damage to crops and homes alike.
(Base 3, +1 Touch, +1 Part, +3 size, +1 to affect stone)
Required Lab Total: 1 season (50), 2 seasons (38), 3 seasons (34), 4 seasons (32)
A Mightier Channel
PeTe 25
R: Touch, D: Momentary, T: Part
On casting this spell while touching the river bank, the river is dredged, deepening and widening it as required by the casting magus. A single casting is enough to prepare a small waterway to take a large