RChu1982: At PL1, most of the buff spells don't last that long, and you're likely to be caught "with your pants down" in a battle where it expired right before battle, or it expires during battle, forcing you to waste turns re-casting them. I'm not a fan of "training" buff spells, rather, I use them when they are needed, such as after a rest to replenish mana after a battle or two.
My point is that, even if you're only safely able to cast the spell at PL1, if the spell is a non-combat spell it's perfectly reasonable, even on Iron Man, to try and cast the spell at a higher power level. If the spell fails, just rest or drink some Magic Nectar; if it succeeds, you now have the spell in effect at a higher power level.
Sometimes, sticking to safe spell levels is not always the best option.
Another example, of course, is Identify Item and Remove Curse. If you try to cast the spell on an item that you can't identify/uncurse at the current power level, the spell will be cast at a higher power level, which gives you a chance of identifying or uncursing the item. Identify Item can't backfire, and while Remove Curse can (and may Hex the caster if that happens), there's only two situations where the backfire could cause a major issue:
* If the caster's HP is low, the loss of Vitality from the hex could lower HP to 0 or below, killing the character. You can prevent this by healing the character first.
* If you cast Remove Curse from the inventory, the spell backfires, and the hex from the backfire reduces SP below 0, the game will crash. You can prevent this by casting the spell from the main screen, though I've heard this crash might not delete your save even on Iron Man mode (because you didn't actually get a party wipe; this would be like force terminating the process to do what roguelike players sometimes call "save scumming" (I don't like that term)).
RChu1982: I always cast spells at PL7 if possible, probably for the (possibly mistaken) belief that a higher power level will have a better chance at a skill increase. In particular with buff spells(Light, Armorplate, Magic Screen, Detect Secrets, Missile Shield, X-Ray, Enchanted Blade). Those are my big 7 for this party. I'm not too crazy about Shadow Hound(I don't rest in the open) or Chameleon(I heard that it doesn't work well with Light, and I'm trying to gain experience, not avoid it).
I'm pretty sure that casting the spells at PL7 does, indeed, give more chances for skill increases. Also, so does casting higher level spells.
This is why, if you're looking for spells to practice, spells that are not capable of backfiring, or that have harmless backfires (Remove Curse out of combat, Holy Water/Banish if the game allows you to cast either), are particularly good. For example, the Alchemist spellbook has a bunch of exclusive spells that are useful for that purpose, like Dracon Breath, Razor Cloak, and Ring of Fire; spells like these are especially useful if Alchemist is the Bishop's lowest skill. (Note that Alchemy is lacking exclusive non-combat spells, whereas the other spellbooks have at least one example at level 3 or lower (don't forget Hypnotic lure!).)
By the way, have you been able to get any good use out of either Sonic Boom or Hypnotic Lure?
RChu1982: The max level of these are level 10 Higardi Brigand, which for my level 19/18 party, aren't really worth the time to kill experience-wise(though skill-increase wise, they aren't bad).
They're also good for drops, particularly if you have a Bard in the party, not to mention that extra drops can be sold for money.
Incidentally, if you go to the Rapax Castle Main Level, and are able to kill the enemies that spawn there (assuming they're still hostile), preferably *without* having Ferro die, you can get lots of treasure, which you can then sell for money, providing a nice non-Alchemy way to get money to buy expensive items.
By the way, another money making trick is to get a character with a high Communication skill, buy items from Sadok T'Rang (at 90% price), and then sell them at 100% price elsewhere.