Well this is just silly. Why even have poison AND paralyze if this is how they work in-universe? Paralyze should either wear off fast, have a failure rate, or not paralyze completely, meaning that if you want to combo it with poison, you still need to either keep a close eye on a target, making it unusable with large numbers, or leaving you to evade the slower target until it succumbs to poison, otherwise it's just an instant-win spell. Sleep on the other hand shouldn't combo with damaging spells or skills, otherwise it's too rife for unbalanced abuse, after all it's traditionally a long-lasting spell that's specifically something that evens the odds or gives you initiative. I wonder if the author will reasonably explain why the hero needs both of these or if he's just a hack. An easy fix would have been making the poison be slow-acting. That way you would cast sleep, then poison, and then when the target wakes up from the poison starting to work, cast paralyze and evade the severely hurt and encumbered target until it dies. Replacing paralyze with slow would also work. Ah, just thought that a nice touch would have been to make these spells absolute garbage with tremendous failure rates in-game and make the hero's cheat a hidden ability that makes them have a higher proximity and/or damage rate. That would still need the balance changes I mentioned, but at least would have explained why he was discarded rather than "lol, E-rank trash".