I know, but you should also know that the only reason Spell Shield is so effective against beholders is because it's bugged!
Not sure if you know, but it's the only spell that will lets your party have a good chance of winning a battle against Elder Orbs if you have Swoard Coast Stratagems installed.
Does the new one also protect againts the behodler anti-magic ray ?
But that's mostly due to the fact SCS beholders are cheesy with their antimagic ray.
That being said, the problem imo is that BG version of beholder's anti-magic ray is extremely overpowered. It has all the advantages and none of the disadvantages of its PnP version (beholder can't use all of their frontal rays as long as the anti-magic one is used). I already discussed this with DavidW and I'll see if I can implement an optional component or a mini-mod to nerf the ray without creating issues with SCSII AI.
Saving throws penality
Have you tried it in-game? Because I do feared the same but the feedback provided by players actually convinced me that even those harsh penalties aren't a problem. This is something for which a lot of feedback would be welcomed.
Another thing that concerns me is that the penality to saving throws to level 8+ save-or-else spells becomes really quite harsh. -6 to saving throws means that any character at level 15 has a 50% chance to be affected by the full effect. Even someone with a saving throw of 1 has a 33% chance to be affected.
If you add Greater Malision to the business, level 20+ character have a 50% chance to be affected.
Regarding Greater Malison it has been nerfed to cause -2 penalty as per PnP, IWD and BG1; instead of the overpowered -4. I'll post a topic on this matter because I fear many players don't understand how powerful this spell was in its BG2 version.
Are you referring to its latests version? Because in V2.9 the Breach-like ability has been removed exactly because the fear of it being too powerful.
The last spell that concerns me is spellstrike. While in a vanilla game, its mostly useless, in a SCS game the spell really gets usefull due to the amount of protections that enemy wizard usen and it buys you a lot of time make your enemies affected by breach (To remove protection from magical weapons).
You made it the ultimate debuffing spell, making other protections removal spells not worth it once you've access to it, and making it so that any enemy spell caster affected by it dead the round that follows.
When playing with SCS, It's already one of the few spells I'd memorize early (With time stop and improved alacrity) since the most dangerous foes are spell casters.
Anyway vanilla's version of this spell was really too weak for a 9th level spell and something had to be done. My latest suggestion was to add a Remove Magic-like feature (which I think was present in PnP).