i donīt think a new art-aspect is needed, but nevertheless:
Assault of Heaven - Imbiebed with righteous fury channeler hurtles into combat - Cost, 6, Range: Self, Magnitude: 4, Actions: 1. Model gains Enhanced Charge: 2 and Secondary Attack until end of turn.
very nice spell, perhaps to difficult (1-9 only) or even still to weak
(i would rarely risk 1 action to get 2 1-7 hit chance St 9 (?) attacks. just the +2 move (6-8? or just on foot?) is perhaps the useful thing)
Glow of Divine Light - Channeler glows with divine power - Cost 8, Range: Self, Magnitude: 4, Actions: 1, Save: N/A, Enemy units are -1 CC & -1 RC (-2CC for Dark Legion) until the end of turn when attacking this model.
to weak. just -1 and you sacrifice 1/3 of the models activation on a 1-9 chance..
Expunge The Darkness - Light channels from heaven and then shoots from channeler into dark enemies nearby. Cost: 6, Works vs. Dark Legion Only. Range: CC, Magnitude: 4, Actions: 1, Save: LD, DM: 10, Sweep.
is to hit roll nececcary? or are just all guys in CC hit by DAM 10? (+allowing a save?)
seems to weak also.. lets say 3 guys in CC
A) 3 attacks with the mortis -> ~1.5 hits
B) Spell, 3 auto-hits (right?) but save -> ~1.5 hits. of course, still 2 actions (~1 hit) left. but the casting risk...
-> i would reform this spell into some kind of light-grenade with a template
Warcry of Bliss - Terrifying is the cry of righteousness if you stand in its way - Cost: 6, Range: SR, Magnitude: 4, Actions: 1, Friendly units in range get Inspire: 1 until end of turn. Enemy must save vs. LD or suffer -1 LD until end of turn.
well, again, too weak, imho.
SR means normally max 2 units in range and perhaps 1 or 2 enemy units.
the 1 point on leadership is nice, but is only good if you loose -> i would probably donīt risk the action and just attack.
the -1 enemy LD will only affect ~1/2 to 2/5 of the affected units (ld save) which comes down to <1 -> barly worth the casting risk..
Wave of Righteous Fury - Cost: 8, Range: SR, Magnitude: 4, Actions: 1. All friendly units in range gain +1 CC until end of turn.
ok in a dedicated CC setup, but still not impressive (many crucifiers surrounding the light champ
)
lets say 2 units + char are close to the enemy.
caster cast his spell and uses 1-2 actions (concentrated??).
enemy activates and kills some guys affected by the spell.
only then you can use the +1 CC on one of the units by activating it.
then its the enemy and then you, if something not activated still lives.
-> few models will actually get to use +1 CC
=> nice start, but the magic (in uwz in general) needs to be
A) more effective to reflect their fickle nature (~50%/50%)
or
B) needs to be much more reliable and can stay weak.
cuīs