Agape: EDIT: We are ninjaing each other too much. The thing is a character's class is really easy to figure out as long as you've fought them before. The only possibly hard to distinguish classes are Warrior and Knight.
As for SoDs - no problems there.
You're very unlikely to have mana to rely on mana buffs. I think players of PSW 1 are drawing from their own experiences, but it won't be difficult to find founts in this game.
Arcane Bond is too strong. It's not even a level 5 spell you prepared, which would always be strong simply because you only get like 3 level 5 spells, it's ANY level 5 spell. It's too much utility and it's a panic button that I don't want people to have to get out of bad situations. It would always force Dimensional Anchor, because you can always Arcane Bond a Teleport, whereas a prepared Teleport uses up one of your precious level 5 spells and reduces your in-battle capabilities. And if you do get anchored, you can just Arcane Bond a battle spell! High level spells are already barely acceptable as they are. Meanwhile, a feat like Lightning Reflexes gives you +2 on Ref saves. Not comparable.
Black Tentacles is too strong. You can't always be flying. The tentacles have a CMB of +15. Four wizards from this war have a CMD of 16, 15, 14, and 13. All of them stand literally no chance at all vs Black Tentacles and get instantly grappled, at which point you cannot cast spells. Even if you have Still Spell Dimension Door prepared (yeah right), you have to make a concentration check.
There is a level 1 spell that beats Black Tentacles for free (Liberating Command), but Black Tentacles is so strong that it forces you to take Liberating Command just in case the opponent ever takes it, and I don't like that.
As for Nightmare, it's funny cause jumpluff and I were discussing it. From what I gather HD abused it a lot in PSW1, but von never saw the need to ban it. I guess I'd like more elaboration on the spell and how it was countered (I remember something about sleeping in the truck).
All paralyze effects that still remain give a save every turn, which I think is fair. I guess we can cap it at 3 turns? 2 is too little for my liking