@SadKitchen
It warms my black chaos heart that you found a use for part of my elaborate spell system! I don't know if I'll ever get the chance to actually play mine. Allow me instead to vicariously engage in some comments about your baby...
My feeling is it isn't necessary to cost Fire of Wrath at only 2. The fact that it is the go to spell instead of the other cost 2 spells shows it may be out of balance. I suggest raising it to a cost of 3, thus reigning in its usefulness a bit. A single hit scored from a distance is quite a boon, particularly against mosters with high Defend values. Don't worry too much about it not equaling half a Ball of Flame exactly- in many cases a single hit is as good as two if only 1 Body Point is left to a monster.
Don't cheapen the healing spells for the Elf...permanantly. One fix is an Elven-only artifact. If the Elf is casting water spells, make a special decanter/vial that cheapens the cost to 4 for Water of Healing, but only once per Quest. Same thing for the earth spell Heal Body, but make the artifact a healing crystal/stone.
If you feel the cheaper healing cost should be effective immediately, then rationalize the same once-per-Quest cost of 4 as intrinsic to the Elf Hero. Maybe it's in his nature, or maybe it's an artifact- an inherited heirloom. After the healing spell is cast once, "tap" the spell card 90 degrees to the right to indicate that further casting will have a cost of 6.
@Tott
Yeah, 6 is a high cost for a spell. A cheaper cost of 3 would fit into SadKitchen's system, but it would only provide the 2 bonus combat dice for one attack only (though the spell could be cast in advance for a later, triggering attack). The reasons for the limit were discussed within
this thread about the duration of the Courage spell. You were in the continuing effect camp, so I assume cost 3 is out.
A cost of 6 for Courage is set for those who prefer the spell to have extended effect. The high cost is intended to limit Courage to only 1 or 2 uses in a Quest. This is necessary for balance, as an Elf or Dwarf will probably convert one use of the spell to attack multiple times with 4 combat dice...most likely resulting in 2 hits per attack. Compare it to Genie (cost 5), which provides just 1 more combat die for one attack only. A Barbarian can even equal the attack power of a Genie spell, or more accurately stated, multiple Genie spells.
For what Courage delivers in this interpretation of the spell, it's actually a bargain. Sure, the buffed Hero would have been attacking regardless, but that bonus skull from Courage will most likely not be stopped by armor, as another skull will have been scored by the Hero's weapon anyway. The result is usually an insured Body Point of damage- again and again. I'd say that's worth two or three of the other fire spells.
That all said, I'm only making educated guesses. I figure the Elf or Wizard will only cast this spell when at least 2, and preferably 3 or more shields are rolled. The Wizard is certainly better suited to cast this spell. The Elf, however, isn't as likely to roll 2 white shields at the beginning of a tough battle, while rolling 3 is even more remote. It is possible your estimation is correct, instead. Maybe SadKitchen can provide some insight, as he has had the opportunity to playtest his magic system. Perhaps another fix, like those suggested for healing spells, is needed.