I was thinking how in the early game certain spells were by themselves "game-breaking" in the sense that they were supremely powerful in terms of their impact on gameplay.
For example, #1 on my list would be the cleric's level 39 spell, Complete Heal. You have to have played in the early game, or perhaps on progression servers, to appreciate how critical this spell was for high-level grouping and especially raiding. It took 10 seconds to cast, burn a lot of mana but was very efficient because IT COMPLETELY HEALED THE TARGET---assuming the target had 7500 or fewer HPs and, believe it or not, in the heyday of this spell, not even the best raiding tank had that many HPs.
Remember the "Complete Heal Chain"? Again, you have to go way back or play progression to remember how raid forces would be dependent on a group of clerics diligently casting this spell in timed sequence on the main tank during fights with bosses. Heck, in my old guild, a lot of times whether we could run a raid or not depended on whether enough of our clerics logged in to play. We treated our clerics with kid gloves, tolerating almost any absurd demands, to keep them fat and happy AND PLAYING. Clerics have no regular self-invis, and they always seemed to get lost anyway, so as raid leader I used to assign a druid or ranger to hand-hold some clerics to get them to the raid. (No guild banners in them days!)
Even in group play, a mana-efficient cleric had to make the tough call sometimes to cast CH and let it run the full 10 seconds, or interrupt it in order to cast a much less mana-efficient faster heal, all based on whether he thought the tank could last until the CH landed.
Those were the days when it took skill to play EQ!
In retrospect, it's amazing that there was ever a time when one spell could heal far more HPs than any player possessed.
Any spells you think can be called game-breaking in their time? I have a couple or three more I was post eventually...
Edited, Sep 22nd 2018 3:19pm by Sippin