Troy and ErikT are both right.
To complement what Troy said, my advice is to look at how spells are designed in the base book, to expect players to use that template when creating a new spell, and to use that template when posting on the forum. Something like this:
Technique Form (Level)
Spell Name
R: TBD, D: TBD, T: TBD
Req: If applicable
Description
(Base X, +X Range (if applicable), +X D (if applicable), +X T (if applicable), +X any requisite or other factor for complexity such as fancy effect, unnatural, complexity, etc.)
Why is this important? Because it will be very hard on you as a storyteller to assess a spell without looking up the guidelines. Chances are, if you can't easily pinpoint the guideline the player is using... maybe he isn't using the guidelines and is just randomnly creating an effect and assigning a spell level. I believe this is the case here. Let me apply that template to the provided spells to help you see the mistakes:
Unknown Technique (Rego? Muto?) Vim (Obviously intended) 30
Shield Of The Magus
R: Touch, D: Sun, T: Ind
Req: Perdo
This spell works similarly to a magus' Parma Magica. When a spell or ability must be resisted magically and the spell or ability is activated, it is the last line of defence. If the spell/ability does not penetrate this shield, the spell/ability has no effect on the target. If the spell/ability breaches the shield, it is at a level less the level of the shield. If breached, the shield will be at a strength of 1/5 the level of the breaching spell less from the original level of the shield. It is designed to be layered with other shield spells, other than itself.
(Base 10 inferred from reverse engineering spell level, +1 Touch, +2 Sun, +1 Perdo)
If this was a muto vim spell, they would come with all sorts of restriction, and would not function as a static magic resistance on a target. Therefore, this is not Muto Vim. Under Rego Vim, the closest thing we can find to magic resistance are wards (they affect creatures, not spells, so this spell does not match the guidelines) and effects to temporarily suppress a spell. This does not temporarily suppress a spell, so this wouldn't work under Rego Vim. Under Perdo, on the other hand, you have effects to weaken a spell or to dispel it. This looks like a spell to weaken a magical effect, so this kind of effect could fall under Perdo Vim (e.g. Perdo could be the technique here, rather than a requisite). Let's say you're trying to help your player. Once you figured out the effect he wants to build really is under Perdo Vim, you can try and rebuild the spell with Perdo Vim as a technique rather than a requisite on a spell that doesn't have a clear technique. Rebuilt as a PeVi 30 spell, without the +1 complexity from the requisite, you would have a base effect level of 15:
Perdo Vim 30
Shield Of The Magus
R: Touch, D: Sun, T: Ind
(Base 15 inferred from reverse engineering spell level, +1 Touch, +2 Sun)
In regards to dispel, there are two guidelines, one specific to a form (more powerful), and a more general dispel (weaker). This is the guideline you would want to look at:
Dispel any magical effect with a level less than or equal to half the (level + 4 magnitudes) of the Vim spell + a stress die (no botch).
Base 15 + 4 magnitudes = 35. This gives: "Dispel any magical effect with a level less than or equal to 17 + a stress die (no botch)."
What about the duration? Does that mean any spell of level 17 + stress die that is incoming on the target would be dispelled? No. First, Perdo Vim must target an existing effect. This is problematic, because if the spell does "You die", you have to perdo vim during the casting, because by the time you get to dispel, it's too late. Perdo Vim doesn't simply wait for an effect like the described shield. Second, the effect of a Perdo spell with a duration is typically to prevent what was destroyed from being healed, from filling the destroyed area, etc. So I would say that a dispel with a duration would remove an existing effect and prevent a dispelled effect from being recast. This is very, very far from a general magic resistance, which isn't possible even under Hermetic magic except through Parma Magica and Aegis of the Hearth, both of which are very specific effects that cannot be easily modified short of a hermetic breakthrough research requiring probably decades of research.
As to effects #2 and 3, I will not look at them in detail, except to say that I believe your player hasn't followed the spell guidelines anymore than he did for effect #1. For the moment, just trust me on this and say no.
As a new storyguide, I'm assuming your players are equally new to the game, and my advice would be to tell your players not to come to you with a complete spell until they have mastered the guidelines. It will be easier on you and on them. Instead, when your player wants to design something, I would recommend doing a step by step with them.
- Ask them to identify the art & technique combination they want to use;
- Ask them to pick a guideline from the tables in the base book. If what they want isn't in a guideline, ask them to describe what it is they want to do. See if it matches a different technique or form combination. If you can't find a technique and form combination guideline that works as a base effect... assume that what they want to do doesn't work, and have them follow a different line of research. You don't want to get into original research for a neophyte game.
- Once you've identified the technique and form and base effect, read the text in the box of the guidelines to see any other things that apply. For example, Muto Vim comes with a lot of restrictions of what it can and cannot do. Intellego Vim expends the base guidelines to explain how that can apply to creatures and items, and explains that most spells detecting magic also incidentally tend to detect vis. These should be factored into helping you build the spell.
- Have them pick Range, Duration and Target. Size can be factored by looking up what is a base individual under the art description. Calculate the final level of the spell. At this point, your players may want to reconsider some decisions based on their lab or casting total.
- Once you've agreed on the spell parameters, you need to figure out what the spell actually does mechanically. Does it look plausible? If in doubt, look at existing spells.
Once you're confident that your player has a good grasp of how spell design works, and that you do too, as a storyteller, go back to the start of my post, and start asking for templates that are fully completed. If they can't provide a complete template for you to assess, assume they are not autonomous yet, and stick to the step by step.
Also, welcome to the forum. Make yourself at home.