Feel free to detail or at least give your impressions about the spell power/effectiveness in this thread.
Girl:
Sabers - They stick until a number of hits is reached. Number of hits is determined by spell level, probably in a linear fashion.
Speed Up - Obviously duration is involved, but what about the evade/hit rate increases (numbers?)
Defender - Duration increase, defense seems to increase in proportion to current value (somewhat likely) and spell level (very likely)
Cure Water - Spell level powered, but Wisdom or Intelligence Powered?
Fire Bouquet - Attack power decrease and duration seems to be proportionate to spell level...
Balloon - Lowers Wisdom? It doesn't seem to do that at all.. plus it is useless vs bosses
Lunar Boost - Attack power increase and duration seems to be proportionate to spell level..
Moon Power - Critical hit rate increase duration seems to be proportionate to spell level (but what about critical hit rates in general?)
Revivifier - Healing is proportionate to spell level... but what happens when split targets are involved?
Wall - Duration + spell level
Lucent Beam - Damage multiplier based on spell level
Lucent Barrier - Number of hits blocked is dependent on spell level
Sprite:
Most basic elemental magic (Gem Missle, Lava Wave,
not Fireball , Freeze, Air Blast) do the same base damage/spell level algo.
Fireball is actually stronger than Lava Wave, spell damage swappage mistake. Lava Wave was meant to be the intermediate spell...
Most stronger elemental magic (Earth Slide, Thunderbolt, Exploder, Dark Force) do the same base damage/spell level algo. Although Dark Force is only 2 MP, it is very damage efficent at the same spell level vs its other elemental breathren. Exploder and Thunderbolt cost the most in this comparison.
Burst does the most damage, with the most reasonable MP consumption vs the other attack magics.
Speed Down - "Tangled" status affliction, useless vs bosses
Acid Rain - Deals the same damage as Freeze, plus the defense reduction/duration is related to spell level
Energy Absorb - Deals the same damage as Freeze with a perhaps a tad bigger variation. Max damage is limited to enemy's remaining HP.
Silence - Status afflication, duration related to spell level
Change Form - Seems like a status change really (like Moogled, Pygamized) - monster becomes as powerful attack/defense/magic defense/weakness of monster it changes into.. the monster it changes into is a fixed set (Rabite, Lullabud, Mushroom, Kid Goblin, Green Drop, Pebbler, Water Thug, Pumpkin Bomb). The monster will behave in the form it is changed to. HP and MP remains the same. Useless vs bosses.
Note: Green Drops can still self-replicate, but only into normal Green Drops and not the changed Green Drop that it was spawned from.
Sleep Flower - Sleep status effect, useless vs bosses
Evil Gate - Uses a special HP based algo that really sucks. Does only 1 damage vs bosses.
Dispel - Removes status benefits (Wall and Stat Ups).. although a neat thing to know is that when it cancels out Saber magic, the attack bonus is kept until overriden by another attack power modifying spell. It may not remove the spell effect if the level of Dispel is not high enough (I had this happen to me once vs a Boss that used Wall

)