Neo2151 wrote:Read a guide on all the good divine spells there are then come back. Harm is the only good offense? I think you aren't looking hard enough.
What I find interesting though is that the spells you list for the Divine casters really aren't all that impressive.
Antilife Shell is a pretty impressive defense (when it works), but it does nothing to help you actually defeat your foe. And since hit-and-run tactics are incredibly expensive (feat-intensive) and not very good for the cost, most people won't take them, which makes dashing in, hitting someone on the other side of the shield, and retreating a non-option in most games.
Planar Ally is always touted as a great spell. And it is a great spell. But no one ever mentions the totally unreliable, up-to-the-GM, cost. Yes, maybe that outsider COULD help in this situation, but maybe you can't afford them.
Harm is, basically, the only really good offensive spell on the entire Divine list, and it definitely has it's drawbacks: It cannot kill your target and it must be used in melee.
It's basically the Divine version of Disintegrate, except nowhere near as good.
Greater Dispel Magic is an amazing spell, but is not Divine only (which is relevant to this particular discussion).
Spellcrash is an awful spell. It's like you counterspelled (which is an awful strategy in this ruleset), except you're guaranteed to remove only your foe's weakest spell option, because the spell lost is chosen by the target, not picked at random.
I've read several guides on divine spells. Offense is just not that spell list's forte. Granted, when I was describing Harm, I was talking in terms of direct-damage. (I mean, what else do they have? Flame Strike? Weak sauce!)
Yes, Divine can be good at debuffing, but almost all the good offensive debuffs are touch range, and being in melee combat isn't where I want my spellcaster to be.