This is quick rundown of the spells of newmoon.
I know it isn't pretty yet don't bug me did this in some lag time.
Low Level Spells: (between 5-50ish)
Name: Fire Arrow
Cost: Low
Skill: m.s.e.fire
Pros: This is a fairly quick, effective spell. It can be used
against all foes to do decent damage. It also requires no spell
components.
Cons: None.
Best Usage: In low level combat, when low on gps, or to deliver the death blow against a bigger npc (mortally wounded).
Name: Waterjet
Cost: Low
Skill: m.s.e.water
Pros: Fast spell, doesn't use any components. Good to use
in helio on unarmour foes at low levels.
Cons: Totally useless against creatures that wear protective
armour, thus almost everything outside of heliopolis and half
the inhabitants in heliopolis.
Name: Sudden Gasp
Cost: Low
Skill: m.s.e.air
Pros: Works against almost all foes.
Cons: The damage is very random. Uses a component although
very light and easy to acuire.
Name: Rock Strike
Cost: Low
Skill: m.s.e.earth
Pros: Hard to dodge.
Cons: Material component is rare, although very cheap and
light.
Name: Acid Bolt
Cost: Low
Skill: m.s.m.conjuration
Pros: Continues to do damage after initial hit. No Comps.
Cons: Very easy to dodge, you have a better chance of getting lucky tonight then hitting any npc with this spell.
Name: Bloodfire
Cost: Low
Skill: m.s.b.deathmagic
Pros: You almost always have the component (blood)..if not don't even bother trying to cast this spell. Does good damage for a low level spell and is hard to dodge.
Cons: If you don't have a healer with you...multiple castings can really lower you hitpoints
Mid-Level Spells (50-200ish)
Name: Fireball
Cost: 120 (minus bonuses)
Skill: m.s.e.fire
Pros: Does very good damage, component is plentiful.
Cons: Is so slow that a sloth has no problem dragging itself outta the way in time to prevent all or most of the damage.
Name: Lightning Strike
Cost: Moderate
Skill: m.s.m.conjuration
Pros: Fairly fast, easy to forge/buy component, does good
damage, hard to dodge, armour increases damage (or is supposed to).
Cons: Damage seems pretty random, but almost always does more than Fireball.
Name: Spasms
Cost: Moderate
Skill: m.s.al.living?(not entirely sure to be honest)
Pros: You can't dodge it.
Cons: Damage seems to be really random, and lotta heavily
muscle creatures don't seem to get hit too hard, while some with
low str, get hammered nicely.
High-Level Spells (above 200)
Name: Firestorm
Cost: Moderate
Skill: m.s.e.fire
Pros: One of only two spells in game nowdays that has an area attack. Does considerable damage to small amounts of foes, and hard to dodge.
Cons: Components are rare, heavy, and expensive, casting time is fairly slow.
Name: Icestorm
Cost: Moderate
Skill: m.s.e.water
Pros: Component is cheap. The 2nd of 2 area spells in game.
Cons: Spell is slow, components rare, and does considerably
less damage than Firestorm to most opponents.
Name: Miasic Cloud
Cost: High
Skill: m.s.b.occultism
Pros: The components are cheap (an sulpher stick and a rotten egg) but are difficult to obtain outside of an execution.
Cons: The backfire rate of this spell is higher than that even of PWK, it also does far more damage to the caster when successful then firestorm does, it also doesn't seem to do any damage to evil creatures yet does no more against good then firestorm (bad trade off). Unless your really itchin for levels of occultism use firestorm, you'll live longer.
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