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Conjuration of the Seaworth Cog
CrHe(Te) 45
(from Hermetic Projects)
I'm not going to retype the entire spell, I don't feel it's a fair use situation. So, I'll paraphrase.
Ritual conjures a fully formed ship. The ship is an exact copy of the ship used as template when designing this spell. The ship is a perfect copy and in perfect condition if the magus makes an Int+Finesse roll of 9+.
A different spell is necessary for different types of ships.
Base 3 +1 Touch, +3 Structure, +2 for treated and processed Herbam, +3 Intricacy, +1 Terram requisite.

I was working on designing a similar spell. I had Group +3 for 1,000 items put together, rather than Structure (which is supposed to affect things within an already existing structure). Both spells ended up at 45th level.

Hull of Unbreakable Iron
MuHe(Te) 25
(based on an item effect of the same name in Magi of Hermes, Maris of Tytalus)
Base 4: Plant products changed to stone. R: T D:Sun T:Ind, Size +2
Makes the hull as hard as iron.
Size +2 to affect the entire ship

The Expeditious Rigger
ReHe 15
Base 3: Manipulate Items made of plant products, R:Sight D:Mom T:Ind, Size +1
This spell quickly furls, unfurls or changes the rigging of the sails of a ship, without the invovlvment of the crew.
Finesse ease factor to be determined (this spell may not be possible, or may have a ridiculously hard Ease factor).

I think it'd depend on how the spell works. If it's manipulating the sails directly, sure, that'd be crazy hard. But you don't need to move the sails directly, you just need to manipulate the winches to give the sheets the right lengths and angles to position your sails properly. A ReTe to crank winches shouldn't take Finesse at all, imo-- but I would expect it to take some solid knowledge of sailing for the caster to know which winches to turn, in which direction (cw/ccw), and by how much.

I'm thinking that it's actually Individual and not Structure or Group, since you're making a Cog. However, there's also a +3 modifier for Size, as a cog was roughly a little less than 15,000 cubic feet, so it works out the same.

If intended to work on the Seaworthy Cog above, Size looks to be +3, which would make the level 30.

(The link above was the only one I could find in about half an hour of Googling, and puts the Size roughly in the middle of that size range.)

I had done some chicken scratches on work on the size of ship I was going for, a 20 ton vessel, a small cog, and was thinking that the actual size of the resulting vessel was +2, with respect to Herbam. Ok, it's an excel spreadsheet I have at work, that takes the cubic feet of wood created, and calculates total mass based on the average density of different oak species.
hangs head in shame

NERRRRRRD!

I'd say looks good so far, pending how the spell does whatever it does with the sails. Right now, I'm thinking either a Finesse or a Sailor roll.

soft chant One of us! One of us!

A Spell of Fair Wind CrAu [strike]10[/strike] 20
Base 2:Create a normal weather phenomenon, wind, cloud, fog, rain from an existing cloud, R:T, D:Sun, T:Ind, +1 Complexity to change the direction at a later time, +2 unnatural Auram effect.
Creates a wind blowing in the direction indicated by the caster at the time of casting, intended to fill the sales of a ship.
The caster may change the direction later by concentrating.

Not 100% sure about the complexity thing..

Edit: Based on discussion in the Ars forum, edited to include +2 magnitudes for the unnatural phenomenon, consistent with the guidelines on page 126 of the MRB

Aren't there sailing spells in Hermetic projects?

Since I don't have Hermetic Projects, I'd still like to see the spell so I can know what it does.

I can post the spell when I get home this evening. It's not one she would choose though, with a Rego 2 and an Auram score of 1.

Talia is a Creo specialist, with a strong second in Muto. Her preferred forms are Herbam and Terram, befitting a ship focus. Her Ignem is sufficient for her to open the Arts of an apprentice without damaging his Ignem score, unless there's some sort of accident, and is only as high as it is because of her idiot parens.

So while she is quite capable in assisting in the Aegis, with a Wizards Communion of Sun duration to be cast for purposes of Rituals, specifically the Aegis, she can't cast an Aegis. Nor would you want her to do so, with a Weak Magic flaw, her penetration score is halved. So, with our AoH, which is 30th level, but includes +5 levels for a larger size, 25 levels is given over to Aegis duties means she needs to commune and achive a Wizard's Communion modified casting total equivalent to a normal +75 casting total.

Yeah, I think being to change a spell after it's cast like this is a +1, I seem to remember seeing stuff like this before.

Depends on the complexity of the change. For example, the complexity for imagonem varies from +1 for veil of invisibility to +2 for that illusion of a moving horse in the CrIM spell.

I would probably make it +2 since you are changing the origin point of the wind as well as direction since you are moving away where the wind originates from.

More than likely the origin point will be from the mast of the ship, directly into the sail, so the origin point won't change.

Origin point is the point in space where the mast is and blowing in that direction. As long as you are going in that direction, you benefit from the wind. if you change the direction and have sailed 2 miles, the wind isn't blowing at you any more. So you need to change the origin point to move with the mast of the ship as opposed to point in air where the mast was and you need it to change direction if you wish to sail another direction.

I'll go with whatever Peregrine says. Last he said it was +1, so that's what I'm going with.
If there is consensus that it is too low, fine, I'll drop the spell and pick a different one.

Nailed Down Chamber Pot 20
Effect Name: Remove the Nasty Mess; Effect
Level: 20; Effect Details: R: Touch, D: Mom, T: Ind,
Requisites: Aquam, Unlimited use; All human waste
deposited into the chamber pot is destroyed.; Arts: PeCo 10;
Design: Base 4, +1 Touch, +1

Cask of the Naiad 25
Vis Capacity: 8; Effect Name:Cleans Gaia's tears;
Effect Level: 25; Effect Details: R:
Touch, D: Mom, T: Ind, Requisites: Aquam, Frequency:
24/day, Concentration; All salt within the container is
destroyed, even if in solution, leaving drinkable fresh
water. Any other impurities will remain.; Arts: PeTe 15;
Design: Base 3, +1 Touch, +2 Mineral

I've had concerns about Cask of the Naiad, since it improves with Perdo, which is in violation of the mythic/Ars paradigm a bit. However, rationalizing a bit, it destroys salt, which is a known valuable commodity. And that it is a published effect suggests it passed editorial muster.