If you want to enchant a whole ship, you will probably have to construct a temporary laboratory around the ship where it is built, or a more permanent one in a shipyard. There is a Verditius in the Rhine Tribunal (See Guardians of the Forest) who has done just that. The Mystery of Hermetic Architecure is a viable alternative.
You are looking at at least 16 points of vis (TMRE p. 97, the structure guideline is not quite big enough) to open the ship, and of course it is very easy to have a greater capacity if you have the MT by adding a component or two.
Then for a ship, I would expect a combination of ReAq, CrAu, ReAu and/or ReHe to make the ship faster and protect it from storm (pick and choose among the following):
Push of the Gentle Wave, ReAq 30
Base 4 (control a liquid in a forceful but calm way), +1 Touch, +1 Conc, Ind, +1 Size, +5l maintain concentration, +10l unlimited
Creates a low but forceful wave around the ship, slowly propelling it and protecting it from other waves.
Variations: Base 5 to move faster, base 10 to move really fast, limited to a lesser number of uses per day to lower the level (you need one use for every time you will want to stop during a 24 hours period, changes of direction are included in the Concentration guideline).
Fill the Sails, CrAu 19
Base 2 (create a wind), +1 Touch, +1 Conc, Ind, +5l maintain concentration, +10l unlimited
Creates a steady wind to fill the ship's sails, coming from the most favorable direction. This spell is useless if there is already a stronger wind blowing on the ship.
Variations: Base 3 for gale force wind (assuming the ship can survive it), limited to a lesser number of uses per day to lower the level (you need one use for every time you will want to stop during a 24 hours period, changes of direction are included in the Concentration guideline).
Control the Winds, ReAu 19
Base 4 (control a severe weather phenomenon), +1 Touch, +1 Conc, Ind, +5l maintain concentration, +1l 2/day, +3l environmental trigger
Protects the ship from up to gale force winds, changing them into either a total calm around the ship or a steady wind suitable for sailing. This spell cannot create a wind if none is blowing.
Variations: Base 5 to protect the ship from hurricanes, no environmental trigger to lower the level (someone will have to reactivate the spell at each Sunrise/Sunset). Voice Range and Group Target to protect from all weather phenomena (wind, rain, hail, lightning,...)
Self-Moving Ship, ReHe 35 or 54
Base 3 (Control an amount of wood), Per, +1 Conc, Ind, +4 Size, +5l maintain concentration, +10l unlimited
or
Base 10 (Make a thing made of plant products move with purpose and intelligence), Per, +2 Sun, +4 Size, +1l 2/day, +3l environmental trigger
Move the ship (not particularly fast). In the second version the ship can actually guide itself to its goal with no need for a crew.
Variations: extra magnitudes for extra speed.
Shapechanging would be Mu(Re)He, or possibly ReHe in combination with a clever design.
Shapechanging Ship, Mu(Re)He 40
Base 3 (Change an item made of plant product, Control an amount of wood), Per, +1 Conc, Ind, +4 Size, +1 Rego requisite, +5l maintain concentration, +10l unlimited
Change the shape of the ship and have the ship maintains the new shape. A Finesse roll is required for the new shape to have decent nautical qualities. The Rego requisite insures that the ship remains watertight during the transformation. As a bonus, this can be used to make temporary repairs in the ship.
Variations: if only one alternate shape is required, it can be built right into the spell, in which case the Rego requisite can be removed and there will be no Finesse roll. If a small number of alternate shapes are required, the Rego requisite (and the need for Finesse rolls) can be replaced by one or more extra magnitudes. If the ship is not one single piece of wood, then a Structure Target (+1 Size still) is required.
Finding/entering regios is InVi.
Into the Magic Regio, InVi 29
Base 3, +1 Touch, +1 Conc, +4 Vision, +4l 12 uses per day
Grants the helmsman the ability to see throught the boundaries of magic regiones and divine the path to the next level. The helmsman must concentrate.
Variations: similar spells can do the same for Faerie, Divine and Infernal regiones. Or the spell could be modified to see through several types of regiones at once with extra magnitudes, but that would put it at 30+ level and cause warping. Likewise, the ship could maintain concentration or more uses could be enchanted, but that too would cause warping.
Now working back through your requirement:
- Finding/entering three types of regio: 3 level 29 enchantments
- Shift from flat bottom to V-bottom and shift decks: 1 level 40 enchantment
- Move very fast: Push of the Gentle Wave with extra magnitude, level 35 (two extra magnitudes would definitely require an additional enchantment to keep the ship together).
Require 17 enchantment spaces. I strongly recommend some more protective spells, either a weather control one or a spell to make the ship stronger. Assuming a Verditius creates it, the ship can be "fused" into one single piece of wood, or a MuHe spell could do it during construction.