Spell Density

Here is a guide to what I call “Spell Density.” Basically it attempts to get a better idea of what spells “Pack the Most Punch,” so to speak.

This concept isn’t entirely new, many people talk about this especially in regards to the Loremaster Spell. I thought it would be a fun experiment to complete this with all of the in-game spells that are trainable by wizards. Please note, this means I will not be including any mob or boss spells in this analysis.

The idea is that the higher the damage per pip, the more efficient the use of a given spell. This idea becomes super interesting, however, when you consider how many enemies there are and any additional effects that the spell provides.

I have split these tables up by the school of the spell to make it easier to read.

Fire School Spells

Spell# of PipsPure DamageDamage per Pip (1 Enemy)Damage per Pip (2 Enemies)Damage per Pip (3 Enemies)Damage per Pip (4 Enemies)Bonus
Heck Hound1-14130 – 1400130
Firecat180 – 12080 – 120
Fire Elf2100 + 210155
Link230 + 1509015 + 105 Heal
Sunbird3295 – 355147.5 – 177.5
Meteor Strike4305 – 34576.25 – 86.25152.5 – 172.5228.75 – 258.75305 – 345
Krampus4305 – 34576.25 – 86.25-45% Accuracy
Brimstone Revenant4470117.5+25% Fire Spell
Phoenix5515 – 595103 – 119
Burning Rampage570 + 700154Two Round Delay
Hephaestus5425 – 47585 – 95+25% Fire Global
Helephant6625 – 705104 – 117.5
Fire Dragon7440 + 351113226339452
Efreet8895112-90% Damage
Rain of Fire9300 + 800122244367489
Sun Serpent10900 -1000 +300120 – 130150 – 160180 – 190210 – 220
Scion of Fire111200 or 2400109 or 218218 or 436327 or 655436 or 873X2 Damage