lestodante wrote:You're right the two groups are very similar, but Deep Sleep is way stronger against bigger monsters (giant wolves for example) as they will not awake if attacked like it happen with the classic Sleep spell.
I also consider the Elf spells only for the Elf. Elemental Spells are for everyone instead.
My Summon Faeries spell was originally a healing spell with a dice roll (see page 11 from the topic with Pancho's Tyrant's Tomb), so you can regain only 1 BP or even 6.
Actually, depending on the monster, I find Sleep to be more powerful. The classic Sleep spell the monster stays asleep,, if it took hold, but only gets the chance to wake up on his next turn. Certainly with Giant Wolves, they have 5BP, so it's probable if not likely that they'd survive until their next turn, with Deep Sleep it only keeps the monster asleep until its turn, so it can't defend. So if you don't deliver 5BP by its next turn, it wakes up regardless. Plus it only works on a monster between 1 and 3 mind points. Those with 3 mind points like a Chaos Warriors and Fimirs Deep Sleep will do very well. Sleep does have the potential to fail against a Giant Wolf, but it can also keep the beast asleep for several turns. I'd feel fairly confident using Sleep on a monster with 1MP (though I don't see why anyone would use Sleep on a Goblin).
I'm also reminded of the time I played the Fire Mage quest with my gf and her daughters. My gf was the Elf with Air Spells, I knew she was holding onto the Genie spell especially for the boss. So I intentionally added the Dispell Chaos Card (from the Elf Quest Pack) to Balur's arsenal. When they got to Balur in the central room, the Wizard (played by her daughter) actually had the gall to cast Sleep on the Fire Mage. I was a little too confident that I could break Sleep on my first roll, but No! I failed to roll

and Sleep took hold, which left me defenseless for the Genie attack. Fortunately my gf only rolled 1

, so I was able to break Sleep at my next turn and keep fighting. Deep Sleep couldn't work on someone like the Fire Mage. I've even seen it miraculously take hold on a Fimir for 5 turns (however I've also seen an Orc break it in 1).
For a quest pack like Mage of the Mirror, odds are there'll be multiple monsters, and if the Wizard casts Sleep on a giant Wolf I'm gonna be more worried about the other Giant Wolves that
can attack or the 10BP Ogre, and hope that Sleep keeps the other one down long for me to deal with the bigger threat.
I didn't quite catch that about the Faeries... but I do like that it's different then Water of Healing and Heal Body. Though part of me wishes those 2 were different, like 4BP for any hero in the spell caster's line of sight for Heal Body and maybe 5BP for Water of Healing if the hero is adjacent to the spell caster.
Just the same I totally love the concept of dividing the Elf spells into 3 spell sets.
Much like Air, Earth and Water spells all have a top tier and midlevel spells with a 3rd that effects movement (Pass Through Rock, Veil of Mist and Swift Wind), Illusion spells fall right into place, Double Image is top tier, Hypnotic Blaze is extremely powerful but I call it a midlevel because it could backfire and paralyze the Barbarian and Dwarf, while Disappear effects movement.
This is why I feel Invisibility needs an upgrade.
Whenever the libraries open up again I plan to photoshop the Elf spells into 3 sets (thanks to the backs you've provided) as well as update the WoM spells, to make them up to par with the other spell sets.