Wizardry: Stormwrack Spells II
Let's have some more spells from Stormwrack.
Detect Ship is an interesting sensory spell with a complex build.
Disguise Ship cloaks a ship in illusion.
Favorable Wind... man, this is one of those complicated spells. GURPS Basic Set and GURPS Low-Tech say that a craft's speed depends on the wind, but doesn't provide any details. How strong should the wind be? How strong of a wind risks tearing the sails? Fortunately, GURPS Vehicles 3e answers this question by providing a motive force formula that depends on the craft's weight, sail area, and wind force on the Beaufort scale. It also says that typical water move of a vessel is calculated as for a light breeze (Beaufort Degree 2), and sail breakage may occur on Beaufort Scale 6 (strong breeze). GURPS Magic has the Beaufort Scale table on page 194, and we can see that Beaufort Degree 2 (light breeze) equals to wind speed of 4-7 mph and Beaufort Degree 6 (strong breeze) equals to wind speed 25-31 mph. Multiply those speeds by 2 to get wind Move in yards per second. The spell as it is written in Stormwrack produces a 30 mph wind, whic is definitely not favorable wind, as it would tear sails. I will decrease it to a light breeze of 4 mph. The spell produces a line of 20 hexes, and Control 3 lets you affect 19 hexes. As a kind GM, I will round it up to 20. To get the speed of 4 mph (Move 8), I'll have to add five more levels of Control that do not increase the area of effect.
Fins to Feet is a spell from the Little Mermaid.
Kuo-Toa Skin would've been a boring buff if it simply granted Slippery, but the granted immunity to webs makes it more interesting.
Maelstrom is a spell based on Whirlpool from Sorcery.
Mordenkainen's Capable Caravel creates an entire caravel with a spectral crew. I tried hard to make it not character point-powered, but I just couldn't do it without discarding the spectral crew.