Spell Curses

Casting spells also comes with a risk to incur a Curse. The curses are known as **Tzeentch's Curse** for Arcane spells and **Divine Wrath** for Divine spells.

Every time a warrior casts a spell, they will incur **Mordheim's Curse** which increases the chance of suffering a curse until the next turn. The chance is also greater for spells with higher Offense Point costs. All spells, whether they are successfully cast or not, can potentially trigger a curse with varying effects to the caster and sometimes nearby allies and enemies. These effects include a decreased chance to successfully cast spells, losing all remaining Offense and Strategy Points or, in the worst case, smiting the warrior for 9999 damage, putting them instantly Out of Action - and risking an injury after the battle!

Curse chance can be decreased by skills and enchantments.

Tzeench's Curse results:

* **Enfeeblement**: Chaos energy wracks the caster, the unit loses all remaining SP.
* **Aethyric Attack**: The caster loses 12-18 Wounds, bypassing Armor Absorption.
* **Aethyric Shock**: The caster is Stunned until next turn unless the caster passes a stun resistance test from the blast of energy unleashed by the spell.
* **Mindnumb**: The caster cannot cast spells for a time.
* **Tzeentch's Lash**: The caster is submerged by the amount of Wind flowing through his body and loses all remaining SP and OP.
* **Blindness**: The caster becomes blind for the next turn. Melee- and Ranged Hit Chances and Casting-chances reduced by 35%.
* **Tzeentch's Wrath**: The caster loses all of its Wounds and is automatically taken Out of Action as the chaos energy submerges the caster. Post-Mission Injury rolls are limited to non-permanent Injuries and Brain Trauma.
* **Flare**: Everyone, caster included, within 5 meters radius is blinded. They have their Melee and Ranged Hit Chances and Casting reduced by 35%.
* **Horrendous Pain**: Everyone within 5 meters of the caster, including the caster, gains an Open Wounds debuff.
* **Aethyric Surge**: Everyone within 5 meters of the caster including the caster is Stunned from the blast of energy unleashed by the spell unless the targets pass a stun resistance test.
* **Overload**: Everyone within 5 meters of the caster loses all OP from the blast of energy unleashed by the spell.
* **Wild Aethyr**: The caster loses control of the Wind, everyone within 5 meters, including the caster, loses 12-18 Wounds, bypassing Armor Absorption.
* **Mind Eaten:** Prevents spellcasting for 2 turns.
* **Wyrdlight:** -50% Ranged Resistance
* **Dumbfounded:** Afflicted by Stupidity

Divine Wrath results:

* **Fervor**: The caster's max OP and SP is reduced by 1 for 1 Turn.
* **Rebuke**: Casting spells will be harder to do as your god gets more demanding. Spell casting is done with a -25% for 1 turn.
* **Devotion**: The next spells will require more praying time, increasing their OP cost by 2.
* **Unworthy!**: Holy energy wracks the caster, the unit loses all remaining OP and SP.
* **Punishment**: Your god punishes you for your wrong prayer. The caster loses 12-18 Wounds, bypassing Armor Absorption.
* **Unearthly Vision**: Your god chooses this time to reveal a symbolic but confusing vision, the caster is Stunned until next turn unless a stun resistance test is passed.
* **Repent!**: The caster cannot cast spells for 2 turns.
* **Augur's vision**: The caster becomes blind for the next turn. Melee and Range Hit Chances are reduced by 25%. But Perception is free and easier to perform by 20%.
* **Smite**: The caster loses all of its Wounds and is automatically taken Out of Action. Post-Mission Injury rolls are limited to non-permanent Injuries and Brain Trauma.
* **Truce**: Everyone within 5 meters of the caster loses up to 10 OP.
* **Wrath**: Everyone within 5 meters of the caster, including the caster, get an Open Wounds debuff.
* **Judgment!**: Everyone within 5 meters of the caster is Stunned unless the targets pass a stun resistance test.
* **Sinners!**: Everyone within 5 meters of the caster max SP and OP is reduced by 1 for 1 Turn.
* **Retribution**: The caster and everyone within 5 meters lose 12-18 Wounds, bypassing Armor Absorption.
* **Light bearer:** -50% Ranged Resistance, Immune to All Alone
* **Abandoned:** Your god has abandoned the caster. The caster cannot cast spells for 5 turns.

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