-Mount-
Looking at other reflex or get hurt spells we get:
Flaming Sphere: 2d6 reflex negates, sticks around.
Melf's Acid Arrow: 2d4 needs attack roll, no save. Scales up.
Honestly Im on vacation and can't get to my books to look up other spells, but those are just from the top of my head. I'd say between the damage and the pin its at least 3rd level. Very nice homebrew spell btw
-Insight-
The big thing here is this stacks with everything else because its insight, and wiz/sorc dont usually add insight (clerics/psi do). Also, within reach is kinda sketchy.I would do it like this:
<snip>
Divination
Level: Sor/Wiz 2, Clr 2 (Mystra)
Components: V, S, M
Casting Time: 1 action
Range: Burst, 30 ft.
Target: N/A
Duration: 1 minute/ level
By looking into the immediate future, you are able to find and prevent unlucky openings in combat on your and your allies´ behalf. All allies within the burst receive a +2 insight bonus to AC, as you warn them of, and protect them from, incoming attacks. </snip>
Another nice spell, not too many useful divinations for combat. I added it for clerics (especially of mystra) as well since its pretty much their bag.
Technik