by wallydubbs » December 4th, 2018, 8:27 pm
All of the spells are situational, but some situations happen more often then others and often tactically effective for experienced players. I'm going to address this with American spells in mind, but I'd also like to include the expansion spells from Wizards of Zargon and the Elf Spells from Mage of the Mirror.
1.) Heal Body - originally I was going to place Courageas best but upon reading other answers, they've made great points that health is essential; as long as a hero is alive he can keep killing monsters. Although Potions of Healing can have the same and sometimes better effect, they are of 1 time used, these spells replenish after each quest.
2.) Water of Healing - although essentially the same thing, ranks just 1 under Heal Body because heroes more commonly choose Earth over Water spells and Heal Body is incorporated into a scroll card.
3.) Courage - there seems to be 2 different types of Courage spells, but the American one can last for many turns until no more enemies are visible. It adds 2 attack dice. Although this is usually saved for the final boss battle, when used in the middle of the quest heroes will find a way milk this for all that it's worth; often opening doors to the next room before the final monster is dead.
4.) Hypnotic Blaze - if played right this spell can totally disrupt an ambush and render some of the bigger monsters (Ogres and Giant Wolves) useless for 3 turns, allowing heroes to take a major capitalization. It'll work great too on a room full of orcs and goblins or the undead. The only downside is that it may effect the other heroes as well, but once the contents of the room is known, you can send the elf in alone and it's like dropping a grenade.
5.) Genie (Attack) - although it is only a 1 off attack, it's ranged and has the potential to deliver 5 body points of damage... although realistically it's more likely to land 2 or 3. But the Elf my crew took out Ulag and Gulthor in consecutive quests.
6.) Double Image - this one can last a while during a tough battle and I've seen it save the wizard 3 times from almost certain death. Even if a monster lands a hit this gives a hero a 50% chance of not taking damage.
7.) Cloak of Shadows - this essentially creates a safety zone from any physical attacks, although it prevents physical attacks, you are still vulnerable to spells from.within. But this can be used to trap an enemy spellcaster in a confined area, preventing him from casting spells.
8.) Wall of Stone - I've seen this wall last for 12 turns, blocking off a corridor or room full of monsters; however I've also seen it only last 2. If the heroes get surrounded this could protect their back. Although it only has 2 body points, it defends with 6 dice! It could also be used to enclose an enemy and prevent them from escaping.
9.) Flashback - this can save a hero after a very costly turn: opening a door filled with legions of horror he wasn't prepared for, springing a trap, drawing an unwanted treasure card, or even flopping terribly on an attack that could determine the end of the quest. The fact that this can be used at any time adds a great sense of usefulness.
10.) Rock Skin - it's best to use early on while dealing with the underlings, where it'll make the most difference. It can last indefinitely (I've seen it last the entire Rescue of Sir Ragnar). But it might not be as effective against the bosses (unless the hero has sufficient armor).
11.) Future Sight - although this lasts only 1 turn and can be very easily wasted, in a scenario where the hero is surrounded on 3, possibly 4, ends, he can potentially save himself by rerolling any and all defence dice. This'll also last until his attack phase, which can make a difference in wiping out the final boss.
12.) Tempast - this is best used against an enemy spell caster, capitalizing where Chains of Darkness can't. In an important battle it can prevent the enemy from hitting a spell or hard attack. It can also dispel fireburst traps and the cloud of chaos. This, I feel, makes a world of difference.
13.) Sleep - seems more detrimental in the later quests, such as Mage in the Mirror, with ogres and Giant Wolves, and has the potential of lasting longer than Deep Sleep. Of course, it depends on when this spell is cast within player turn order.
14.) Timestop - gives a hero an extra go, potentially cutting off a monster's turn and finishing it before it has a chance to strike. It can also be used at other times to take an extra movement or search for traps and treasure side-by-side.
15.) Dispel - it's a perfect 1 time use on an enemy spell caster, but the odds are that the enemy has multiple spells, so the odds of kicking out the worst one isn't likely but it gives the heroes a chance of taking out a spell that could seriously harm them.
16.) Arrows of the Night - much like Ball of Flame, this spell inflicts 2 body points of damage but depends on the monsters mind points in defense. Although I find this perfect against Mummies, the higher up the enemy is the more potential this spell has to fail.
17.) Ball of Flame - unlike Arrows of the Night this spell doesn't depend on monster stupidity, all monsters, great or small, have an equal chance to avoid this spell. Generally it's almost almost definitely going to land 1 hit.
18.) Chains of Darkness - it stops a monster's movement and attack, good to use on heavy hitters to avoid damage for a turn, but not up to par with Tempest.
19.) Deep Sleep - can potentially last longer then its counterpart, but not entirely likely. This just prevents the monster's defence, but won't last too long. It's useless if the Elf's turn is last and only seems useful if he moves first.
20.) Treasure Hoard - this depends on your Treasure deck, you have a better chance of getting good stuff if you use this spell early on while the deck is full because each time hazards and Wandering Monsters are reshuffled in. Considering the card ratio, though, you're likely to get 2 good and 1 bad, but there's always the possibility of getting 3 good or 3 bad...
21.) Pass Through Rock - it's a pretty cool spell, though has limited use as well as potential dangers. However in some of the later quests it can save a hero when he's trapped in a room that is blocked off by a falling block trap, it's also a good way to get around and ambush an enemy. But it can also lead to a lot more trouble then it's worth.
22.) Disappear - this gives a hero a chance to go exploring without being seen or springing traps; although he has no actions while invisible, it lasts indefinitely, depending on dice roll (especially with American Plate Mail). Otherwise the spell can end abruptly on a high roll.
23.) Slow - having 2 spaces between you and a monster can keep one under this spell from attacking. It also slightly limits the monster's defence, but not by much.
24.) Fire of Wrath - although this can reach anywhere on the board it only potentially does 1 BP of damage. However, despite there being a 2 in 3 chance of working, from my experience I've only seen it work 28% of the time.
25.) Veil of Mist - a lot of people bash this spell, but I've seen the Wizard use it rather effectively: not only to escape, but getting heroes to access a room that the monsters' blocking the doorway to, or even offensively, to sandwich a train of monsters in a corridor. It still has limited use, but I've seen it come in handy.
26.) Clairvoyance - this spell only gives the heroes a degree of preparation when about to enter another room, but since the card doesn't specify I've added the bonus of picking out traps in the room as well. Though still not worthwhile, it makes it better.
27.) Swift Wind - though usually this spell is played for a hero to play "catch-up" when he's lagging behind, I haven't really seen it used for a rescue, but I have seen the Wizard use it in retreat, after opening a door when the heroes are on the other side of the board.
28.) Genie (Door) - this is just a step under Clairvoyance, although it reveals what's in the room, the monsters can now come out and it doesn't show traps. However in the case of certain stuck doors, like in Keller's Keep, this can prevent the roll.
29.) Invisibility - a hero can't move through monsters, he can't attack, but all other actions are optional. Although it gives a wider variety of actions then Disappear, it's only protecting a hero for one turn... he won't go very far, unless coupled with Swift Wind. I'll allow the hero to perform trap searches while Invisible in the room with a monster, but essentially this doesn't help much, except maybe prevent a spell from being cast on you.
30.) Twist Wood - I've never seen the elf choose this spell. The heroes don't quite know what monsters they'll be facing in each quest, so they won't know when to choose it. There aren't even that many enemies to use this on: Occasionally there'll be an orc or goblin with a crossbow; very rarely do the Elven Archers appear... I guess it'll work on an Ice Gremlin. However, it could probably come in handy in Dark Company.