Jabir, I tend to combine all those rules like this:
- when you research for a breakthrough (for example, a new guideline), you will create a spell using your assumed guideline. If you get a discovery, I tend to give the player the spell, if I agree (OOC) with the guideline he chose (otherwise I generally said him what the guideline would be).
- if he doesn't get a discovery, he fails to use his putative guideline, but he may invent the closest "normal" spell.
- when the breakthrough is complete, the guideline is made "solid" and he can use it without requiring discovery.
For example, a player of mine wanted to invent a spell which combine: PeVi to destroy might and ReVi to take vis from creature. His idea of guideline was a guideline who would "steal" the might in form of pawns in his hands, while weakening the magical enemy.
At first, he tried with PeVi base, and said the guideline would need a mandatory rego requisite, and thus a +1 magnitude. The guideline was: "General: steal [level of base -5] might pool from the target, which appear in an object held by the caster. (rego requisite free)."
He invented 3 spells based on his putative guideline, 2 failed (they resulted in normal Perdo Vim effects), the third worked.
When, after 7 additionals spells, he invented the guideline (a major breakthrough), he discovered that the guideline was, in reality:
PeVi : "General: reduce the might of a magical ennemy by (level +5) and the caster will get [points effectively destroyed/5, round up) pawns of vis. Mandatory (free) rego requisite."
His experimental spells were using a less efficient guideline... but that was part of the breakthrough process, and the advantage was that he had innovative spells before even having the breakthrough complete.
Those experimental spells respected the Core Rules: "may create spells with new guideline/range/duration" and respected HOHTL which requires breakthrough for novelties.
As for the Ward vs species. Certianly, it should exist. however, no spell use it in core, nor does it have guideline. Conclusion IMO: you can invent it, require breakthrough.
For the level, I disagreeed with MoH, which use base 1. There is no reason : that number is only picked random and I don't like that.
By comparison with ReCo: ward against human is level 15 as is move a traget up to 50 paces which, in Imaginem, doesn't exist, but we have move a target to up to 100 paces (base 5) or 15 paces (base 4). ReCo base 10 moves up to 5 paces, while base 20 is up to 500.
Consequence, by analogy with ReCo, the base should be base 5, for one sense.
(Now I understand why this is base 1 in MoH. They went from the opinion that it was ReCo -4 magnitude since there are 5 senses and guidelines are made for 1. That makes a little more sense. yeah, base 1 would finally be okay (but MoH authors should explain where they pick their guidelines ^^). Also, there is nothing in the guidelines file on atlas website ^^.)