I'll start us off with the BANNED LIST my group uses.
Fane (time warp)
Lone Wolf
Living on the Edge (spell and scroll)
Netherswap (spell and scroll)
Teleport (spell and scroll except for non combat purposes we use the gloves)
Blood Storm (spell)
Skin Graft (spell and DEFINITELY scroll which is still zero AP cost)
Pre-Combat buffing (except for bedroll)
4th character slot (3 max in any campaign)
Recently removed from ban list
Spider Legs
Grasp of the Starved
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Example of feedback
Teleport ends up controlling the pace of nearly all difficult combats. A high wits/initiative character with teleport ability + teleport scrolls can drop all enemies in a pile (and possibly even CC them with spider legs) allowing for AOE based characters to efficiently eliminate all threats typically on the first turn.
The games most efficient strategy becomes consolidating enemies - applying aoe damage. Every fight including the most difficult result in easy massacres that require just mechanical reproduction of this strat.
Teleport is too easily obtained and costs very little to cast for such a versatile spell. It can be used to split the fights, trap enemies, remove enemies from combat, save allies, remove allies from combat. Proper use of teleport especially on multiple players seems like 90% of the game strategy.
Possible Suggestions: Increase cost of teleport in AP (spell and scroll) - possibly move teleport to level 3 or 4 in aero. Make teleport scrolls harder to craft. Provide teleport resistance to strong enemies. Increase cooldown of teleport. Decrease range of teleport (cast or port). Remove damage component of teleport (fall and collision).
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