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 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 submerge him. 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, allies, foes and the caster, gains an Open Wounds debuff.
 * Aethyric Surge: Everyone within 5 meters of the caster is Stunned from the blast of energy unleashed by the spell.
 * 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 current and next turn.
 * 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, bypass Armor Absorption.
 * Unearthly Vision: Your god chooses this time to reveal a symbolic but confusing vision, the caster is Stunned until next turn.
 * Repent!: The caster cannot cast spells for the next turn.
 * Augur's vision: The caster becomes blind for the next turn. Melee and Range Hit Chances are reduced by 35%, But Perception is free.
 * 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, allies, foes and the caster, gains an Open Wounds debuff.
 * Judgment!: Everyone within 5 meters of the caster is Stunned.
 * 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 suffers 12-18 Wounds, bypass Armor Absorption.
 * Light bearer: -50% Ranged Resistance, Immune to All Alone
 * Abandoned:

Continue to Consumable Items