Ships Made From Unusual Materials
The following effects provide alternatives that allow a magus to conjure a ship out of unusual materials, for use in exceptional circumstances.
The Houseboat
Mu(Re)Te(He) 44 Pen: +0, Constant Effect R:Touch, **D:**Sun, T: Structure

When hammered into the floor of a freestanding structure, this large iron nail reforms the building into a boat of approximately the same size as the structure, changing the nature of the materials such that stone becomes buoyant. The Rego requisite reshapes the building into a seaworthy vessel. The specifics of the design can be amended with each casting, but the origins of the boat are clear, with the roof turned into a hull, or a chimney stack turned into a mast.
The caster must make a Perception + Finesse roll against an Ease Factor of 9 to produce a seaworthy vessel and the effect is canceled by removing the nail, at which point the structure returns to its natural state, wherever it is.
(Base 4, +1 Touch, +2 Sun, +3 Structure, +1 Herbam requisite, +1 stone; +1 for 2/day, +3 triggered at sunrise/set)
Required Lab Total: 1 season (88), 2 seasons (66), 3 seasons (59), 4 seasons (55)
If designed in the Hermetic Shipyard, this spell benefits from a +1 bonus to the laboratory total for the use of Rego, and a further +10 as the spell directly concerns ships.
The Sandship
Mu(Re)Te 49 Pen: +0, Constant Effect R:Touch, **D:**Sun, T: Part
This staff, when struck into the sands of a shoreline, draws up the sand, shapes it, and transforms it into a ship of magical enchanted sand, the mast forming around the staff. The effect draws the sand together, forming a channel from the beach to the sea that this vessel can float down.
The ship's hull, deck, mast, and all other parts of it are made from sand, including the rigging and the sails. The ship maintains the appearance of wet sand throughout, but it is never truly waterlogged. The Art of Muto makes the sand light enough that it can float, ensures that it is non-porous so that water doesn't seep through the hull, and strengthens the structure to allow a crew to sail the ship.
However, being made from sand, the ship is weak and cannot stand up to damage. If using the damaged goods rules from City & Guild, page 77, the ship has three damage levels but has a –5 penalty to any stress check made when the ship is put at risk of damage.
A Perception + Finesse roll against an Ease Factor of 9 is required to make a seaworthy vessel.
The effect is ended by drawing the staff from the ship's mast.
(Base 4, +1 Touch, +2 Sun, +1 Part, +3 size, +2 intricacy; +1 for 2/day, +3 triggered at sunrise/set)
Required Lab Total: 1 season (98), 2 seasons (74), 3 seasons (66), 4 seasons (62)
If designed in the Hermetic Shipyard, this spell benefits from a +10 ships bonus to the laboratory total.