Well, in that case, here's an explanation of my ranking:
Daedalus wrote:- Heal Body
- Water of Healing
My feeling is you win or lose by surviving and accomplishing Quests. These two spells allow that for two reasons. Most obviously, healing keeps you from elimination. But also, a fighting Hero that is healed can continue to fight for multiple rounds, usually causing more damage over many turns than any single spell.
Daedalus wrote:
Genie
2 1/2 average hits speaks volumes. Sure, well-armored baddies can usually shrug off a BP of damage, but 1 or 2 BP usually gets through. Plus, rolling 5 AD is dramatic when you're playing the Wizard.
Oh, and the door thing.Daedalus wrote:
Ball of Flame
1 1/3 average hits is almost as good as a Genie spell, but not quite.
Daedalus wrote:
Courage (I play it can be cast in advance, but only allows it's bonus for 1 attack--otherwise I'd rank it #3.)
1 average hit on top of a melee attack will usually punch through, so I'm switching it to better than Fire of Wrath.
[Moved up 1 on list -edit]Daedalus wrote:
Fire of Wrath
2/3 average hits is more sure than the Wizard's Staff, especially when well-armored monsters are involved.
[Moved down 1 on list -edit] Daedalus wrote:
Tempest
Delaying a Chaos Warrior or Gargoyle's attack for a turn--with no chance for spell negation--while swarming with the Heroes can basically double their attacks against it. If the true usefulness of this spell weren't quite so situational against a high-offense solo, I'd rank it higher. It also requires other Hero attacks to actually do damage to the monster. I imagine higer level Quests would see this spell proving its worth more, where a Warbear or Ogre could be neutralized, at least temporarily. Maybe this spell actually belongs ranked above Courage, considering the long run.
Daedalus wrote:
Sleep
The usefullness of this spell depends more than others on when the caster takes his turn. I'd want the caster to go first in the Hero turn order, as that would allow the three other Heroes to attack the defenseless monster before it could attempt to revive again on its turn. This dependency on turn order lowers its value for me. This spell is also weak against monsters with 3 MP or more, which should revive by their turn. Worse still, It doesn't even function against undead monsters. Where it does shine is when it is cast against a monster such as an Ogre Warrior, who only has 1 MP but also has a lot of DD to forfeit while asleep. This is situational, however. Because
Sleep, like Tempest, still requires another Hero to spend an action to attack, I rank it lower than the damaging spells.
Daedalus wrote:
Rock Skin
+1/3 chance of cancelling an attack doesn't affect combat a lot, especially when it can be cancelled. I feel it's just as likely to be cancelled as it is to remain in effect and convert to a white shield that is needed.
Daedalus wrote:
Swift Wind
Occasionally, a burst of speed can bring in a Hero to rescue another, or to escape. The situational nature of this spell leaves it a "meh" for me.
Daedalus wrote:
Pass Through Rock
Pretty much the same uses and limitations as Swift Wind, but less distance.
Daedalus wrote:
Veil of Mist
Runt of the litter. What's the advantage of getting a Hero behind the lines, if a rear spell-caster can't be disrupted anyway? Okay, there are possible uses, but as a rule this spell has little advantage to offer.