Spells to Aid Sailing
These spells were designed to help in sailing a ship.
Sail With the Tide
ReAq 35
R:Voice, **D:**Concentration, T: Part
Ships must usually wait for the tide before they leave port. Waters dangerous at low tide become navigable at high tide, allowing laden ships to leave port safely. This means that there are limited times in the day that ships can enter and leave port.
This spell draws a magical high tide to an area chosen by the caster, which is maintained for as long as the caster concentrates. The swell is enough to float a large ship and the caster is able to move the tide in relation to the ship.
The effect Duration is Concentration, which means the caster may need to maintain concentration for some time, likely an hour or two.
(Base 4, +2 Voice, +1 Concentration, +1 Part, +3 size)

If designed in the Hermetic Shipyard, this spell benefits from a +1 bonus to the laboratory total for each of Rego and Aquam.
Lifting the Storm
ReAu 45
R: Voice, D: Sun, T: Group
Poor weather can keep ships anchored in harbor for weeks, while their captains wait for the weather to turn. This spell controls even the strongest of storms, carving a channel through the weather through which ships can sail.
Note that the spell is powerful enough to lift a storm across a harbor, but the effect is somewhat localized. This means that the weather may still be problematic out to sea, but at least the ships are able to safely leave the more treacherous inshore waters. The Sun duration allows multiple ships to sail under a single casting.
(Base 5, +2 Voice, +2 Sun, +2 Group, +2 size)
Required Lab Total: 1 season (90), 2 seasons (68), 3 seasons (60), 4 seasons (57)
If designed in the Hermetic Shipyard, this spell benefits from a +1 bonus to the laboratory total for each of Rego and Auram.