Hello,
We've been entering this new system and have a bunch of the kinks worked out but one thing that I don't think I understand is magic. It feels like it really isn't worth the effort and I think I may be misinterpreting something and if anyone can correct how we are doing things that would be great.
Currently I have a grey wizard but I think this applies to all the orders and to some extent priests (although healers have a job only they can do so this does not apply to them). I don't have the cards in front of me so I'm going off memory but I believe I have the general idea of what each card does. In order to cast Blade in the Dark I have to either channel magic or have done so in the previous round which can fail. If I quick cast it will end up being two challenge dice and if my intelligence is a 5 and my sword is weapon damage 5, 10 damage and maybe a little more depending on boons or criticals. If I don't want that extra dice I can wait a turn to cast it. Then it is on a 3 turn cool down. Now my friend the wood elf scout has a long bow that he can fire every turn without having to channel power. His agility is 5 and long bow is weapon damage 5 with pierce 1. So he rolls on challenge dice for attacking instead of the two I am required to (if I quick cast) and his damage if he hits is 10 pierce 1 and then bonuses for boons and criticals (and I believe there are more bonus chances on the ranged attack card than on my spells). So every turn he can do more damage from farther away with less chance for failure and without themed stipulations like "Both caster and target must be in shadows."
That's just one example; most spells seem to be that way where a lot of effort has to be taken in order to cast them for little benefit. The pool of shadows spell makes an area covered in shadow but I don't want to cast it since if the monsters are ranged, they'll just walk off the terrain I've cast the spell on and it affects my party and me so I can't use it to help close combats. I guess there's the occasional story even where it could be used to avoid hostile people, but that would be rare. Looking through a lot of the priest and wizard abilities they seem neat but by the time I've got them working, melee and ranged characters have simply mopped the floor with the opposing monsters since their cards along with weapons do better damage. Even fire spells that do 6+Int aren't that great since they do slightly more damage but require the same high chance of failure due to extra quick casting challenge dice or waiting to channel and slowing down damage. The shadow spell that knocks over all surrounding monsters is useless since they can just take wounds to fatigue, step right up and then pummel the wizard who has 2-3 soak value and will last two hits (maybe one if the monster rolls well). Very high willpower and intelligence are required to do anything with the class so all other stats are typicalls 2s and 3s which makes combats very hard at closer ranges. Monsters don't care if they take damage if it means killing a player.
To top it off I have to spend specializations on learning magic (Rank 1 magic, Rank 2 magic, Channeling, etc) while once a person learns how to use a bow, they are good to go and can get other stuff that can be used for more varied story uses (such as pick pocketing, languages, athletics, etc). The end result seems that it's a lot of effort for little payoff, or when there is a good result (like the shadow storm spell), it can be done quicker and easier by simply hitting stuff and there's no danger of being one shot by monsters if the spell fails. Interesting things like cantrip or the spell where you change form are cool but would be used so rarely in a story segment that they don't really ofset the amount of things you have to give up for them and other classes have actions cards that function in similar ways (fear me!, winning smile, etc).
Please let me know if we are doing this part of the game incorrectly. We were screwing up a lot of the rules before being corrected before and I hope that we're missing something here since a lot of the spells have cool flavor but don't seem to be worth the time and danger in comparison to bows and axes.