Most games follow the following pattern. Let's say we're talking about lightning magic. The first spell might be called "bolt strike" and deal damage to a single enemy. The second spell might be called "chain lightning" and deal damage to 3 random enemies. The third spell might be called "thunderstorm" and deal damage to all enemies. In such a pattern, the spells usually also progress in terms of their damage power / formulas. To compensate, the earlier spells might cost less MP, so they still have use in some situations where using the stronger, more costly, multiple-target spells would not be cost efficient. Here's what I'm wondering though - how often do you include a late game spell that is not multiple target, but just very high single target damage? It would either have the same damage ratio as the strongest multiple target pell (but reduced cost, since it's only striking 1 target), or it could have a higher damage ratio at the same MP cost (again, since it's only striking 1 target). I notice that in most games, the late game elemental spells are all multiple target. Is this because it is generally inefficient for a mage, who consumes a lot of resources, to be striking only one target at a time? In your games, do you tend to make all end-game elemental spells strike all enemies, or do you include really powerful single-target spells? Why or why not?