CREATING CUSTOM SPELLS
Custom spells are created using the Wargear Creation rules with the following adjustments:
Spell Cost Reduction: After calculating the total cost of the spell using wargear rules, reduce the final cost by 5 points per affinity spent.
Minimum Cost: A spell must cost at least 5 points after this reduction.
Each spell must include:
Range (if applicable)
Target (Self, Single Target, Area, etc.)
Effect(s) (built using wargear rules)
Keywords (if any)
Phase (The phase or phases that this Spell can be used in.)
When designing a spell:
Treat damage as Strength using standard costs.
Treat multi-target or area effects using Blast/Radius/Sunder X.
Treat buffs/debuffs as stat modifications using standard stat costs.
Treat resource restoration (Wounds, Destiny, Faith, Affinity) using existing recovery rules.
Treat special effects as Keywords (1 point each unless otherwise specified).
To reduce spell cost, apply one or more:
Once per Game: -5 points
Increased Charge: -5 points, increase the charge of the spell by 1 (stackable).
Dangerous: -5 points, after the spell is cast, roll 1D6, on a 1 or lower take 1 wound that cannot be ignored.
[Dangerous X] this limitation may be stacked. reduce the die roll by -1 and suffer 1 extra wound for each number below 1.
Example: a [Danger 4] roll subtracts 4 from the dice roll. The caster roll 2 - 4 = -2. the caster suffers 3 wounds.
Requires Line of Sight: Free (default unless stated otherwise)
Fireburst
Range: 12"
Target: Area (Blast 2)
Effect: Strength 5
Phase: Shooting Phase
Keywords: Blast 2
Cost Calculation:
Range 12" → 2 points
Strength 5 → 5 points
Blast 2 → 2 points
Subtotal: 9 points
Spell Reduction: -5
Final Cost: 5 points