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==The Curse of Tzeentch & Others== Unlike [[isekai|other fantasy settings]] where [[Wizard|robe wearing madmen]] breaking the laws of nature is seen as [[fail|a totally normal thing]], in Warhammer you as a magic user always have a chance to pay the price for your [[heresy|blasphemy against nature]]. All magic is tainted by Chaos, so by channeling said unholy energies into yourself you are risking not only your life but [[grimdark|your soul's eternal damnation]]. The Curse of [[Tzeentch]], as this is called because Tzeentch is the god of magic among other things, is how this risk manifests in game from the practice of arcane magic. The more magical energy a wizard channels to cast a spell, the more likely it is that something unexpected will happen. Tzeentch's Curse takes effect when you roll a critical success or critical failure as part of the spellcasting. In WHB terms, Tzeentch's Curse takes effect when you roll doubles, triples, or quadruples on your Casting Roll. Thus, [[derp|the more d10s you roll, the more deadly Tzeentch's Curse becomes]]. [[Cleric|Divine casters]] are "protected" from this curse by their faith in their god, but they also face their own equivalent to it as they are smote by otherwise kindly gods fed up with the bitching of their priests. After all, even gods like [[Sigmar]] are not so forgiving of failure and will expect them to be able to prove their worth without divine aid. The overuse of said powers can also corrupt just like arcane magic as the energies used do not differ from those used by heretical witches. That being said, the consequences for a critical failure or success are lesser as the magical energies summoned by divine casters from the ancient [[Tomb_King|liche priests]] to modern [[Warrior_Priest_of_Sigmar|warrior priests]] are of rather humble portions in comparison to the chaotic cacophony of magical winds used by wizards. In game this means that [[wut|while your divine miracles are not as mighty as a wizard's spells, you have a better chance of your head not exploding after sneezing]]. [[Dwarfs_(WFB)|Dwarf]] runesmiths do not channel magic through their body evading the curse by redirecting it into an object though just like a mortal can break when affected by magic low quality items can be destroyed by an overly greedy runesmith. [[Chaos_Dwarfs|Chaos dwarfs]], meanwhile, ignore said rules against taking this wild magic into themselves and slowly go insane before turning into stone as part of a curse.
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