
ryanshowseason2 |

To help get the gist of what I mean ROTR had some a lot of good combat arcane spells and not a whole lot else, divine didn't get a whole lot of attack spells at all until the end and utility spells were limited to find traps, aid, augury/scry, and haste. Things like consecration were pretty lackluster.
Skulls and shackles saw a lot more spells that were limited in scope between black spot, buoyancy and call weapon. The attack spells lost some of their juice early on but were higher in utility like sphere of fire lasting for multiple combats. But there are a good amount of spells geared towards beating barriers like skeleton crew, or beating effects like world wave.
What does wrath look like? How is playing an arcane caster? A divine caster? I was thinking of playing the arcanist but wondering what kind of spells I'll be using later on in the campaign.

zeroth_hour |

What's a spread spell?
In addition, Sphere of Fire didn't "lose its juice". If you discarded it the first combat Sphere of Fire's exactly the same as Scorching Ray.
Many of the attack spells are Arcane and Divine - Frigid Blast, Ice Strike, Icy Prison. There are some support spells I think are clunkers though - Weapon of Awe is a bit underwhelming, Flames of the Faithful, Sacred Weapon. Create Spiked Pit is amazing because it doesn't have the Attack trait, getting around Spell Resistance and allowing Balazar to play it without penalty.
Deck 6 looks like it has Miracle and Time Stop on the list - both are supposed to be amazing in the RPG, let's see if they're also like that here.