A spell profile is structured as follows:
"Spell Name - Charge #, Range #", S#, Phase, Special Rules.
Each part of the profile provides key information about the spell:
Spell Name: The universally understood name of the spell, though different cultures and factions may have unique names for it.
Charge #: The number of Affinity points required to cast the spell. To cast it, reduce your model’s Affinity count by this amount.
Range #: The range of the spell, either as a direct distance to a target or an area-of-effect radius.
S# (Strength): If the spell causes damage, use this value to make a wound roll.
W# (Wound): The number of wounds inflicted on the target if the spell is successful.
Phase: The phase that this spell can be cast.
Special Rules: Specifies when the spell can be used (such as a specific phase) and any other unique interactions.
Up Charge: Some spells allow players to pay more affinity to increase it's effect.
Blast - Charge: 1, Range: 18", Strength: S6, Wound: 1, Special Rules: Shooting Phase. Upcharge X: +[Wound X]
This spell costs 1 Affinity point, has an 18” range, and deals Strength 5, 1 Wound in the Shooting Phase. The caster may increase the wounds for every extra charge spent.
Players may also create custom spells, check out the link for more info:
Charge: 1, Range: 18", Strength: S6, Wound: 1, Special Rules: Shooting Phase. [Wound1]. Upcharge X: +[Wound X]
Lightning
Charge: 2, Range: 18", Strength: S6, Damage: D1, Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, roll a wound roll for every model within coherency of the target. Upcharge X: +[Wound X]
Root
Charge: 1, Range: 24", Special Rules: Movement Phase. This spell targets a single unit within 24". If the spell succeeds, place a Rooted marker next to that unit. All units within coherency of the target have their movement reduced to 0" while the marker remains in play. The Rooted marker is removed at the start of the active player's next turn.
Charge: 1, Special Rules: Movement Phase. This spell affects 1 unit within 12". When the Unit or any units that are in coherency with the unit are hit by ranged attacks outside of 6" they receive Cover 10.
Charge: 1, Special Rules: Movement Phase. This spell affects 1 unit within 12". When the Unit or any units that are in coherency with the unit are hit by ranged attacks they have [Shield 8]. Upcharge X: For every Charge spent, the [Shield] this spell provides increases by 5.
Charge: 1, Special Rules: Movement Phase. Remove the caster and all allied basic and hero units within 3" and in coherency from the battlefield, adding 1 Charge per non-caster unit affected. These units are not considered in play and cannot be targeted or affected by any rules. At the start of your next Movement Phase, place all removed units anywhere on the battlefield, 1" away from any models, maintaining coherency.
Charge: 2, Range: 12", Special Rules: Movement Phase. This spell targets a single unit within 12". If the spell succeeds, all units within coherency of the target gain [Quick Shot] on their ranged weapons.
Charge: X, Range: 24", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Affinity to Zero.
Charge: 1, Range: 24", Special Rules: Shooting Phase. This spell targets a single unit within 24". If the spell succeeds, place a Terror marker next to that unit. All units within coherency of the target have their Movement, Martial, and Aggression stats reduced by 2 to a minimum of 1 while the marker remains in play. The Terror marker is removed at the start of the active player's next turn.
Charge: X, Range: 24", Special Rules: Movement Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith to Zero until the end of the round.
Charge: 1, Range: 24", Special Rules: Shooting Phase. This spell targets a single unit within 24". If the spell succeeds, apply the Zombie Profile to the target. All stats are reduced by 1 (Aggression and Wounds cannot be reduced below 1). When the affected unit dies add 1 Affinity point the the Affinity Pool.
Charge: 2, Range: 12", Special Rules: Movement or Shooting Phase. Effect: Restore 1 missing Wound to a friendly unit.
Upcharge 1: Restore 1 missing wound to a freindly unit that was slain, give it the [Walker] keyword if it does not have it already. This unit may only be placed with the Summon Horde spell.
Charge: X, Special Rules: Any Phase. Effect: Place X [Walker] units within 6" of this unit and in coherency with it, deploying them from outside the game. Walkers cannot be placed within coherency of any enemy models. If a Walker cannot be placed due to terrain or enemy units blocking space, it is not placed.
Charge: 1, Range: 18", Strength: S6, Wound: 1, Special Rules: Shooting Phase (Cosmic Armada Only). Effect: If this blast destroys an enemy ship, replace that model with a specter-class ship under the control of this player, it takes no action until the following turn.
Upcharge X: +[Wound X]
Charge: 1, Special Rules: Movement Phase. Place a 3" long, 1" wide, and 2" high wall anywhere touching the caster's base where it can fit. This terrain has the [Obscuring] and [Fortification] rule. The wall remains in play until any unit moves through it. Upcharge X: Place 1 extra wall per charge spent.
Charge: 1, Special Rules: Movement Phase. Place a 50mm wide, 3" tall terrain feature beneath the caster. The caster may only be targeted by ranged attacks or by weapons with a range of 3 or by Monster and Titanic units. Terrain under 4" tall does not block the caster’s line of sight. Upcharge 2X: Increase the height of this terrain feature by 3" per two charges spent, the user can only be targeted by ranged attacks and Titanic units, the user can now see through obscuring terrain.
Charge: 1, Special Rules: Movement Phase. All area within 12" of the caster becomes Cover 3 terrain. Upcharge X: For every Charge spent, the Cover this spell provides increases by 5.
Charge: 2, Special Rules: Movement Phase. Place the caster on the battlefield anywhere the model can fit or remove the caster from play. This spell may be cast while the caster is not on the battlefield.