Of course, the 2E core book also didn't have any Elder Charms in it.
And honestly, offensive spells is still mostly relegated to large-scale devastation. Which is totally fine by me.
Lets have a look at the combat spells:
Death of Obsidian Butterflies takes 15 Sorcerous motes to cast - that's 15 accumulated succeses. Okay you can lower that via Shaping Rituals, but it will still likely take two rounds to pull off. In exchange you gain a (Perception + Occult) undodgeable attack that can potentially hit multiple enemies. Damage is (Essence + extra successes), so probably just around 3 dice or so for starting characters. Battle Groups take -2 to defese and take (Occult) extra damage, so its pretty solid against them.
Oh and it doesn't reset you to base initiative, so its one of the very few ways to damage a health track without losing initiative.
Flight of the Brilliant Raptor also takes 15sm, but does (Initiative + temporary Willpower) damage which is a lot. And it creates a bonfire terrain hazard which also does quite a bit of damage. Resets you to base Initiative.
Invulnerable Skin of Bronze gives you +6 soak and 6 hardness, and makes you immune to contact poison. It also gives you three charms - one allows a disarm-counterattack, one uses your anima flare to reduce decisive damage by (Essence + 5) and the third reduces overwhelming damage by 1. Can only be used while unarmored though.
It's also particularly good as a control spell, adding Essence to granted soak and Hardness. And Essence to soak even when the spell is not in effect.
However, it takes 20 sm and so takes quite a bit to cast in combat.
Mists of Eventide only takes 7sm, so there is a good chance you can cast it in a single round. However, it also takes 2wp so it actually costs willpower even when cast successfully. It creates an initiative-draining poison, and if the enemy crashes due to that he actually falls unconscious which makes it potent against enemies with loads of health.
Wood Dragons Claw can easily be cast in combat, taking only 5sm to do so. It essentially gives you a light artifact weapon and two charm-like effects: one that adds damage to a grapple, one that can grant any one tag to the claw.
If it is your control spell, you can add Evocations to your claw - which is great since you can of course not actually loose the claw like you could an artifact weapon.
Cantata of Empty Voices doesn't really do enough damage to be that effective in combat (2L/round at most)
Incomparable Bodily Arsenal takes 30sm and 2wp, so its hard to use in combat. It gives you heavy artifact armor and all the mundane weapons you want, as well as immunity to poisons and suffocation. As well as double 9s on any Strenght or Stamina rolls and one success to all attack rolls, so its effectively powered armor.
It also has three abilities: one to create artifact-weapons, one to assist feats of strength, one that grants extra health levels. And if its a control spell you can once again create Evocations for it.
Magma Kraken also takes 30sm. It basically summons 10 independent combatants that attack with (Intelligence + Occult + Essence) and do the damage of a medium artifact weapon. And gains bonuses to smashing up the terrain.
Death Ray takes 25sm and 2wp. Intelligence + Occult decisive attack, Essence extra successes. (Initiative + extra successes + temporary willpower) raw damage. Hits everything in a short-range line. Can't be parried by mundane weapons, anyone who takes 3+ damage is knocked back one range band.
The real power comes from sustaining it, which requires 5sm per round (should be easy at this point). Which does the attack all over again (it can also be redirected) but also extends the range one range band.
It also melts away pretty much everything, creating lava hazards and other fun things.
Basically its a perpetual decisive attack, which is REALLY powerful.