In other news, the game has a massive exploit that gives you unlimited spellpoints and unlimited casts of pretty much any spell you want, allowing you to end fights quickly by spamming spells like Mangar's Mallet. No cheat engine/trainers required. It works like this:
Get a bard with Rhyme of Duotime and a shofar (offhand music instrument). You need the right booze for this to work: basically, you want 7 drunk stacks within the first two turns. Two bottles of elven wine does the trick, and so can dwarven stout if you have the skill that gives you 1 drunk stack at the start of the fight. Trow squeezings are less useful here.
Next you need a warrior with a banner trinket and Code of Honor to unlock the To Me! stance.
Finally you need a practitioner who can equip sorcerer's slippers and has some attack magic. Mangar's Mind Jab should be sufficient, though eventually you'll want Mangar's Mallet or something else with better range.
Position the practitioner in your party behind the warrior. Put the bard pretty much anywhere where he won't die on the first turn. Added bonus if you have two rogues with Infiltrator since you start the fight in stealth for two turns. Two turns = game over for the enemy.
Turn one, have the bard drink something. Rhyme of Duotime will start the battle on cooldown, so even if you drink Devil's Brew (for 8 drunk stacks), you can't use it on turn one. Better not to get drunk on turn one. Have your warrior activate the To Me! stance. Other than that, just stay alive. The warrior, bard, and practitioner must survive and must not be terrified, stunned, or on fire. Actually the warrior can have any of those effects; it won't matter.
Turn two, have the bard drink again to hit 7 drunk stacks. It won't matter if the bard gets drunk this turn since the stun comes next turn. Have the bard activate Rhyme of Duotime. Now all skills are off cooldown until end of turn. Including Move. Have your practitioner (behind the warrior) move "towards" the warrior by making them switch position. Make sure it's the practitioner that initiates the move . . . not the warrior. The slippers give the practitioner +1 SP, and To Me! restores the opportunity you just spent moving. Move stays off cooldown, allowing you to do this an unlimited number of times.
And there you go! Unlimited SP. Spend it however you want. Mental damage is preferred for bypassing armor, though a fully-upgraded Gaufroi's Wand can let your practitioner tear through armor with ease using physical damage spells. Use taunts to move enemies around, and no cooldowns means all the taunts you want. Good thing you have a warrior right?