I just did a wand that moves the oars in response to your post. I had earlier done a device - the Dish of Location (Working Off Flaws ) that should be good for navigation even if it doesn't work in a way that hte sailors are used to.
In fact, I should collect the enchanted devices that the ship has in this post so that they're all together:
Dish of Location
InTe 25 unlimited uses
R: Arcane Connection, D: diameter., T: Ind.
This is a lesser enchanted device opened with 3 pawns of vis. It is a large shallow stone bowl about two feet in diameter. Evenly spaced around the thick edge of this bowl are three small dishes carved into the stone. When one or more knives is placed in the large bowl and an arcane connection to a location is placed in one of the shallow dishes the knife in the bowl orients itself so that its tip points directly to the location. There are three dishes on the edge of the bowl so up to three different locations can be pointed to at once. Andreva's sigil manifests itself in this device by having the knives do a little dance prior to orienting themselves. (It should be noted that in the early 12th century accurate maps that would make this tool exceptionally useful did not yet exist. In Mythic Europe however magic might be used to produce them.)
(base 2, +4 arcane connection, +1 diameter, +10 levels unlimited uses)
Wand of Oarsman
ReHe 31 (pen 0, 50 uses per day)
R Touch, D Conc. (Item maintains concentration), T: Group
When this wand is used to touch one of a ship's oars, the oars become animated and move to the commander of the wielder for the duration of this effect. A set of oars animated by this wand can perform as if they were pulled by a full team of oarsman of average strength who are giving their all in a manner that actual oarsman could only prolong for a few diameters. Due to Andreva's sigil the oars commonly execute waves and coordinated spins on their recoveries.
(base 4, +1 touch, +1 concentration, +2 group, +5 levels item maintains concentration, +6 levels 50 uses per day.)
Ground Run Aship on the Timbers
ReTe 50 (24 uses er day)
R: Touch,, D: Sun, T: Structure (+1 size)
This device is a shield adorned with clam shells and pieces of jet. It is enchanted as a lesser enchanted device. It is triggered by mounting the sheild upon part of a structure, typically the mast of a ship. The targeted structure (typically, but not necessarily, a ship) is warded against any damage caused by impacting upon or being impacted by sand, mud, clay, rocks, or glass. If a ship protected by this effect were to run into a a shoal of rocks or large submerged stone it would bounce off possibly shaking everyone and everything on the ship rather severely. As a result of Andreva's sigil, any sounds caused by impacts between the structure and terram targets are repeated two times in quick succession once a perfect fifth higher than the original sound once a perfect fourth lower.
(base 5, +1 stone and glass, +1 touch, +2 sun concentration,+3 structure, +1 size, +5 levels 24 uses per day)
[thing] of the Living Ship
[wooden object yet to be precisely defined]
Regrow the Living Ship
Cr(Mu)He 30
Pen 0, 24 uses/day
R:Touch, D:Moon, T:Part
The damaged part of a wooden object slowly repairs itself, growing back into its original state. This is the crafted and processed state of the wood not the natural growth of the tree from which the material originated. The device affects a volume up to 5 cubic paces, which for a beam with a 1 foot cross section is over 70 paces in length, sufficient for most parts of a ship. While smaller scratches are repaired in as little as a day the long duration is to avoid the inconvenience of having to reactivate the device twice daily for more severe damage which can take several months to regrow. Janus notes the beauty of this design which avoids constant effect and therefore limits Warping to the very rare occurrences where the same part of the ship has had repeated and long intervals of repairs covering more than half the time in a given year.
(Design: Base 3, +2 Touch, +3 Moon, +1 Part, +1 Size; Modifications: +5 uses per day)
A horseshoe amulet set with a carved piece of amber, to be placed in the ship's cabin (or shrine if there is one).
Lesser Device
Keeping the Insides In, the Outsides Out
ReCo 48
R: Touch, D: Conc, T: Structure
Pen 0, 6 uses/day, Item Maintains Concentration
Wards the borders of a structure against people passing through. Those on the inside cannot leave, those on the outside cannot enter.
This was designed for use on a ship, with dual purpose:
To prevent sailors from going overboard, regardless of wind or waves or degree of drunkenness.
To prevent pirates or other undesirables from boarding.
Obviously, the effect ends if the ship is battered to a point where it no longer constitutes a Structure, though by then it obviously doesn't exactly constitute a ship either.
Just as obviously this spell does nothing to protect the target Structure from the elements or indeed any other effects not subject to Corpus.
(Base 15, +1 Conc, +3 Str, +1 Touch)
Ship's Amulet to Callidus
A simple silver amulet, to be placed in the ship's cabin (or shrine if there is one).
Lesser Device
A Gift From Callidus
MuCo(An) 23
R: Touch, D: Sun, T: Structure
Pen 0, 6 use/day.
Every valid Corpus-target within the target Structure (here usually our ship), will find their feet (and especially toes) lengthen and strengthen, to become like monkies' hind paws. this allows the affected persons to grasp objects with their feet or even hold their own weight, handing in the rigging solely gripping with their feet. It also provides +3 to all rolls for climbing.
(base 2, +1 Touch, +2 Sun, +3 Structure, +1 6 uses/day)
Ship's Amulet to Saint Julia
A simple silver amulet, to be placed in the ship's cabin (or shrine if there is one).
Lesser Device
A Gift of Arms
MuCo 35
R: Touch, D: Sun, T: Part
Pen 0, Unlimited uses/day
Mechanically identical to The Blessing of Starkad (MuCo 25, MoH, p. 49), this grants the target an extra pair of arms for the duration.
As is typical, Bausas has given no consideration to martial applications, he just thought extra arms would come in handy in the rigging of a ship.
(base 5, +1 Touch, +2 Sun, +1 Part, +10 Unlimited uses/day)
Sailor's Rescue
A simple wand, painted red. This device was designed to teleport any sailor who has fallen from a ship, back onto the deck.
There may be military applications, Bausas has (as usual for him) not considered any such.
Lesser Device
Pluck the Sailor From the Waves
ReCo 35
R: Voice, D: Momentary, T: Individual
Pen 0, Unlimited uses/day.
Teleports a single person within 50 paces (which is the range of a shouted Voice) to the user.
(base 15, +2 Voice, +10 Unlimited uses/day)
Ship's Amulet to Santa Lucia
A simple silver amulet, to be placed in the ship's cabin (or shrine if there is one).
Lesser Device
Crew's Gift of Sight in the Night
MuCo(An) 23
R: Touch, D: Sun, T: Structure
Pen 0, 1 use/day, triggered by Sundown.
Essentially this is just a version of Eyes of the Cat , affecting everyone in a single structure, here a ship.
(base 2, +1 Touch, +2 Sun, +3 Structure, +3 Automatically triggered by Sundown - enviromental trigger)
Glove of Frail Cargo Hands
This is glove (a thick leather glove with pieces of wood, magnetite, and bronze sewn in to it) is a lesser enchanted device that produces the following effect
Minute Shipment
MuTe(An, He) 30 (penetration 0, 1 user per day)
R touch, D: Moon, T: Group
This effect shrinks a clearly defined group (such as a stack or pile) of Terram, Herbam, and or Animal material to 1/2 of its measure in every direction making it 1/8 of its original size. As a result of Andreva's sigil items within the group shrink in order starting from the top and proceeding to the base of the pile.
(base 4 , +1 touch, +3 moon, +2 group, requisites as casting requisites)
Saorise' has developed several spells for the vessel but not done any devices. I did not list them here.