ZyroMane: Wiz8, on the other hand, the strategy only changes due to enemy A.I. Later spells aren't so game-changing or even fun. Different, sure, but not in an entertaining way. In fact, many RPGs suffer from boring magic, what a shame. At least Wiz8 isn't just multi-colored fireballs, like some games.
There are still some spells that change the game significantly:
Level 5:
* Heal All makes healing *much* easier, and changes which classes are best at healing. In particular, Bard/Gadgeteer become better healers than Alchemist/Psionic at this point, because the latter have no multi-target healing. (And healing during combat is actually impactful in this game, unlike some games (including past Wizardries).
* Psionic Blast is a unique attack spell; there's really nothing comparable. Also, there's Toxic Cloud.
* While not usable during combat, the portal spells substantially alter the way the game is played.
Level 6:
* Resurrection means that death is significantly less severe of an issue (though Amulets of Life can give you some of this benefit earlier).
* Quicksand makes instant-death spells an option. This is especially notable for parties that tend to favor single-target damage but happen to have someone who can cast this spell, and it greatly speeds up combat with low level high HP enemies.
Level 7:
* Restoration is a really nice healing spell, and it's even capable of curing silence and afflicted unconsciousness as a result. It's my favorite high level spell. As an added bonus, Bards can get access to this spell as well, and they only need Stamina (which this spell restores) to cast it.
* You can now hit all visible enemies with damage spells.
* AoE damage spells tend to stagnate in power in the teens, but once you can cast the level 7 spells at decent power levels, offensive magic becomes good again.
* Also worth noting that Bard and Gadgeteer, who have sparse options for spell damage earlier (with Shrill Sound and Noxious Fumes being the only AoE damage spells they can actually get without hacking), both get offensive 7th level spells. Gadgeteer especially, but Bards get that Renaissance Lute.
ZyroMane: When one sees an easy early game, it suggests that the game is dead-easy. This, naturally, being a result of the vast majority of RPGs having a reverse difficulty curve.
Might I recommend Crystal Project, which definitely does *not* have an inverted difficulty curve? The game starts out relatively easy, but gets really difficult later on.
There's also games with U-shaped difficulty curves, like Paper Sorcerer. It may feel like the game is getting too easy after a while, only for the unsuspecting player to run into a normal encounter that results in a party wipe, which remains a trend in that game up until the end.