TEXT: Fan material fo r Warhammer Fantasy Roleplay 2 n d  edition  
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -1- 
   
   
   
   
   
   
   
  Advanced Tzeentch Curse 
   
   
   
  Version 1.0 
   
  A new approach for the Tzeentch Curse 
   
   
   
  by  
   
  Wolph42 
   
   
  Based on the original Black Industries Tzeentch Curse tables  
  and  
  Capnzapp’s Extended Tzeentch Curse Tables. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is completely unofficial and in no way endorsed by Games Workshop Limited.  
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, 
  Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean 
  One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, 
  Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, 
  Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, 
  characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either ®, TM and/or © 
  Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without 
  permission. No challenge to their status intended. All Rights Reserved to their respective owners.  
  
   
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -2- 
  Introduction 
   
  There have been extensive discussions about the Tzeentch Curse for wizards, mainly because the feeling exists that the current rules are 
  too benign for the Mages. Numerous alternatives have been offered and this is one of them. I’ve posted this method quite a while ago 
  on the Strike to Stun forum. I have been using this new approach for quite a while now in my own group and must say that I’m 
  happy with the results.  For this reason I thought it was about time that I made this publically available.  
   
  The tables themselves contain no new content, at least not if you were not already familiar with Capnzapp’s extended Tzeentch curse 
  tables.  
   
  What I have done is the following: 
   
  First I copied the 5 tables after eachother 
  1-49 minor TC (1st table)  
  50-99 major TC (2nd table)  
  100-149 catastrophic TC (3rd table)  
  150-199 cataclysmic TC (1st table of CapnZapp)  
  200-250 apocalyptic TC (2nd table of Capnzapp)  
   
  Next I added ‘severity indeces’ to every entry (and also removed a couple). The severity index indicates how severe the Tzeentch Curse 
  is, the higher the worse, with the exception for ‘10’ which basically means instant death for the caster. 11 and 12 are more catastrophic 
  but not necessarily as deadly for the casting Mage.  
   
  Based on the severity index I’ve started to rearrange the table, keeping some dynamics in mind. This means that a higher roll is not 
  necessarily worse, but it is worse in general.  E.g. 98 is worse than 101 but larger differences will always mean the higher the roll the 
  higher the pile of dung the mage will fall in. 
   
   
   
   
  The rules? 
   
  The basics remain the same, what’s been added is an ‘X’ factor.  If the player rolls a double he rolls a 1d100 on the extended table 
  below and gets +X which depends on the circumstances.  
   
   
   
   
   
   
   
  Some Examples:  
  • 
  rolling a double with two dice: X = 0 (the exception)  
  • 
  rolling a double with 4 die: X = 0 + 2 x 10 = + 20  
  • 
  rolling a triple with 3 die X = 3 x 20 = + 60  
  • 
  rolling a quadruple with 7 die X = 4 x 20 + 3 x 10  = + 120 
   
  Rolling two sets of doubles means rolling twice on the table, treating the ‘the other’ pair as extra dies 
  So say you roll a double and a triple with 5 dies: 
  TC 1 (double):   0 + 3 x 10 = +30 
  TC 2 (triple):   60 + 2 x 10 = + 80 
   
  I think that the most extreme thinkable circumstance is a player rolling a sexplet with 8 die which adds up to +140 making it a roll 
  from 141-240.  
   
  Optional Circumstances 
  To give the Curse more depth you can modify the result by circumstances, though this might make things overly complex:  
  • 
  Meditation -5  
  • 
  failed spell +5  
  • 
  distracted during casting (i.e. stabbed with knife) +10  
  • 
  lightly wounded +5  
  • 
  Heavily wounded +10  
  • 
  Critically wounded +20  
  • 
  Tranquil circumstances -5 (e.g. during a ritual or while camping) 
  • 
  Stressing circumstances +5 (e.g. during combat) 
   
  TC result: 1d100 + X   Where 
  X = [every equal die result*] x 20 + [every extra rolled die] x 10 [optional: + ‘Circumstances’ ] 
  *With the exception for a double in which case X remains 0. 
  
   
  The Advanced Tzeentch Curse Table 
   
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -3- 
  Roll 
  Sev. Result 
  01-03 
  00 Horripilation: Your hair stands on end for [1d10] rounds.  
  04-05 
  00 Wyrdlight: You glow with an eerie light for [1d10] rounds.  
  06-08 
  00 Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting [1d10] 
  rounds.  
  09-10 
  00 Haunted: Ghostly voices fill the air for the duration of your spell.  
  11-13 
  00 Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule 
  you if your invention is insufficiently offensive.  
  14-15 
  01 Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.  
  16-18 
  01 Fumblehand: A randomly selected item you are holding or carrying flies [1d10] yards ([1d10/2] squares) in a random 
  direction, thrown invisibly by Winds of Chaos.  
  19-20 
  01 Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per 
  round.  
  21-23 
  01 Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.  
  24-25 
  01 Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive 
  such treatment, you suffer a -10% penalty to all tests involving hearing.  
  26-28 
  02 Sleeping Nerves: Every muscle in your body tingles for [1d10] rounds. You suffer a -5% penalty to all tests made in 
  that time.  
  29-30 
  01 Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked and unless controlled with an Animal 
  Training Test, flee the scene.  
  31-32 
  02 Milky Eyes: A milky film covers your eyes for [1d10] hours. You suffer a -10% penalty to any tests involving sight in 
  that time.  
  33-34 
  01 Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.  
  35-36 
  01 Fluid Transformation: All liquids on your person—including spell ingredients—turn to brine.  
  37-38 
  02 Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.  
  39-40 
  01 Hairless: Every hair in your body falls out.  
  41-42 
  02 Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness bonus 
  or armour.  
  43-44 
  01 Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 
  [1d10] rounds, but they are obvious—and potentially frightening—to everyone in the area  
  45-46 
  03 Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for [1d10] minutes.  
  47-50 
  03 
  Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the 
  GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any 
  other effects Tzeentch's Curse will bring if you roll doubles, triples, or quadruples.  
  51-52 
  02 Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a -1 penalty to every 
  Casting Roll you make in the next [1d10] minutes.  
  53-55 
  02 Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.  
  56-57 
  02 
  Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an 
  unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre 
  arrangement for [1d10] minutes.  
  58-60 
  04 Silenced: You lose your voice for [1d10] rounds.  
  61-62 
  02 Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.  
  63-65 
  03 Wracked: You suffer burning pain for [1d10] rounds, suffering a -10% penalty to all tests made in that time.  
  66-67 
  03 Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a -1 penalty 
  to every casting die you roll in the next [1d10] hours.  
  68-70 
  03 Undone: Every tie, clasp, and fastener of every type on your body flics violently open. Belts come undone, pouches fly 
  open, boots come unlaced, and so on.  
  71-72 
  04 Overload: You are overwhelmed by magical energy and are stunned for 1 round.  
  73-75 
  03 Rag Doll: You spontaneously fly through the air [1d10] yards ([1d10]/5 squares) in a random direction, landing 
  roughly and suffering a Damage 2 hit.  
  76-77 
  05 Fire!: Your clothing bursts into flame (see WFRP, page 136).  
  78-79 
  03 Loadstones: Every piece of metal on your body is permanently magnetized.  
  80-81 
  04 
  Limbfrozen: The bones and muscles of one of your arms or legs (1-25: Left Arm, 26-50: Right Arm, 51-75: Left Leg, 
  76-00: Right Leg) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move 
  the affected limb for [1d10] hours.  
  82-83 
  05 Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next [1d10] minutes comes out as 
  gibberish, rendering spellcasting impossible during that time.  
  84-85 
  03 Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can 
  spent 200XP and gain the Dark Lore (Chaos) talent  
  86-87 
  05 Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. When casting a spell using them, 
  roll one chaos die for every magic die. (So if you roll 3d10, roll 3d10 extra which ONLY count for Tzeentch Curse)  
  88-89 
  05 Craven Familiar: A Daemon Imp (see WFRP, page 229) appears from the Aethyr and attacks you next round.  
  
   
  Roll 
  Sev. Result 
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -4- 
  90-91 
  04 Regurgitate: You throw up uncontrollably, unable to do anything else, for [1d10] rounds. In that time, you spew up 
  much more vomit than could possibly have been contained in your stomach.  
  92-93 
  05 Aethyric Attack: Magical energy burns through you, causing you to lose [1d10] Wounds regardless of Toughness 
  Bonus or armour.  
  94-96 
  05 Storm of Chaos: Roll again on this table (Deduct 30% of the penalty you have, with a minimum of 0%): Expanded 
  Minor Chaos Manifestations. Every creature within [1d10] yards (=[divided by 2] squares), suffer that effect.  
  97-100 
  05 
  Store of Chaos: Roll twice more on this table, with the same penalty. The first roll is what happens now. The second 
  roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in 
  addition to any other effects Tzeentch's Curse will bring if you roll doubles, triples, or quadruples.  
  101-102 04 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your toughness Characteristic is 
  reduced by 10% for [1d10] minutes.  
  103-105 05 Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.  
  106-107 06 Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all 
  your actions, and when you take control of your body again, you have no memory of what you just did.  
  108-110 05 Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including 
  you, loses 1 Wound regardless of Toughness Bonus or armour.  
  111-112 05 The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is 
  reduced by 20% for [1d10] hours.  
  113-114 06 Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for [1d10] hours.  
  115-117 05 Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 
  [1d10] hours.  
  118-119 06 Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see 
  until this is corrected by magic or surgery.  
  120-121 07 Tzeentch's Lash: Magic power overwhelms you, knocking you out for [1d10] minutes.  
  122-124 06 Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.  
  125-126 07 Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain [1d10] Insanity Points. Any time after this 
  event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.  
  127-128 06 
  Daemonic Contract: You suffer [1d10] wounds (regardless ofToughness Bonus and armour) as a two-inch Chaos rune 
  burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that 
  signs your soul away to a Ruinous Power (GM's discretion). Removal of the branded skin will make no difference to 
  the contract.  
  129-130 07 Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 
  hours that passes, it increases by 1 until it returns to full strength,  
  131-132 08 Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer [2d10] Wounds, which are 
  reduced by Toughness but not armour.  
  133-134 08 Uninvited Company: You are attacked by a number of Lesser Daemons (see WFRP, page 229) equal to your Magic 
  Characteristic. They appear from the Aethyr within 12 yards (6 squares) of you.  
  135-137 08 Chaotic Servitors: [1d10] Daemon Imps (see WFRP, page 229) appear from the Aethyr and do your bidding for 
  [1d10] rounds.  
  138-139 09 Windblock: You are stuck unable to breathe for [1d10] minutes (see "Suffocation" in WFRP, page 136), after which 
  you— gasp!—manage to draw breath.  
  140-141 07 Lineage Concluded: The infection of Chaos renders you sterile or barren.  
  142-143 08 Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off 
  your tongue. You become very difficult to understand and suffer -5 to all Casting Rolls until you are somehow healed. 
  144-146 07 Storm of Chaos: Roll again on this table (Deduct 20% of the penalty you have, with a minimum of 0%): Expanded 
  Minor Chaos Manifestations. Every creature within [1d10] yards (=[divided by 2] squares), suffer that effect.  
  147-150 07 
  Hoard of Chaos: Roll twice more on this table (with the same penalty). The first roll is what happens now. The second 
  roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in 
  addition to any other effects Tzeentch's Curse will bring if you roll doubles, triples, or quadruples.  
  151-153 08 Witherlimb: A randomly determined limb withers and becomes permanently useless.  
  154-155 07 Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old 
  World Bestiary, page 79).  
  156-157 10 Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to 
  spend, its time to roll up a new character.  
  158-160 09 Aethyric Assault: The Winds of Magic lash out at you. You surfer a Critical Hit to a random location. Roll [1d10] to 
  determine the Critical Value.  
  161-162 09 Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. 
  They all move to attack you—even your allies—and only come to their senses after [1d10] rounds.  
  163-164 09 The Living Chaos: [2d10] trees nearby uproot themselves, animated with a warped evil that hungers for flesh. Use 
  Treemen statistics (Old World Bestiary, page 110), but add a Chaos Mutation to each.  
  165-166 09 
  The Eyes: One of your hands erupts into several small boils that eventually open up into eyes. These are the sensory 
  organs of a chaos entity, which look in on the material world for the first time. Unfortunately, it finds humanity so 
  hideously ugly that it cannot bear the sight of them and it will call down lightning to 'cleanse' any that it sees. It can 
  produce one Lightning Storm every minute centred on you (though you are immune to its effects yourself). Destroying 
  the eyes merely results in them growing back on another body location. The GM is free to decide when the chaos 
  entity has seen enough and leaves. This stops the lightning and the re-growth of eyes, but they don't vanish by 
  themselves.  
  167-169 08 Chaotic Focus: Above you, a small whirlwind of dark smoke forms for one hour that follows you wherever you go. 
  While a nuisance, at least it provides you with a +1 increase to your Magic score.  
  
   
  Roll 
  Sev. Result 
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -5- 
  170-171 09 
  The Corn: (Note to GM: Treat this result as "Kin Accursed" until the real results become known.) Unbeknownst to 
  the player and the character, a daemon of chaos materializes near a local village (preferably in a corn field!). This is not 
  a physically powerful daemon, so it will draw the children of the village into worshipping it, and then attempt to coax 
  them into sacrificing all the adults of the village and beyond. It won't stop until it gets the player characters...  
  172-173 10 
  Iron Tomb: The earth splits asunder, a great iron coffin emerging from the depths. The caster is thrown inside, and 
  with a sombre toll of an unseen bell, the lid is shut close, its rivets fused. Your grave will attract Beastmen and other 
  servants of chaos, even if moved. At the GM's option, you remain alive inside, kept in suspended animation, possibly 
  forever.  
  174-176 09 
  The dam is broken open: Aethyric energies course through your being, filling you with power that you cannot control. 
  For the next [2d10] rounds, each round you're not casting a spell you gain 1 Insanity Point. During this time you gain 
  a +1 to your Magic score, and additionally you must roll two extra d10s when casting a spell. These do not add into 
  your Casting Roll, but does count for the purposes of Tzeentch's Curse.  
  177-178 08 
  Tentacle!: (Note to GM: Treat this result as "Kin Accursed" until the real results become known.) The very next 
  person the caster shake hands with will see his or her arm wither and fall off during the next week. In its place a green-
  grey tentacle quickly grows. While very dexterous, it is not to everyone's liking.  
  179-180 08 Engulfed: A wide crack opens up under the nearest building, which tumbles [1d10] yards. Good luck to anyone inside! 
  181-182 08 
  Power Drain: Your spell completes with a loud swooshing sound that's abruptly cut off. Most (if not all) spellcasters 
  within a radius of [1d10] miles lose their ability to cast spells for [1d10] days (GM's call or roll a die). Treat them as 
  having Magic 0 for the duration of the effect.  
  183-184 10 
  Merman: You are horrified to realize that your spellcasting has made you grow gills! The only place you will be able to 
  breathe or speak is underwater. You have only a few minutes until you must find somewhere to dive under, or the rules 
  for suffocation will start to apply.  
  185-186 10 
  Disspirited!: Too much magical energy is uncontrollably canalised through your body, ripping free your soul. You 
  become a Wraith (Old World Bestiary, p120), but retain your statistics and free will. At sunrise the following morning 
  you may try to reverse the effect by making a Will Power Test. If you fail the change is permanent. If you succeed, you 
  may re-enter your body but gain 2 Insanity Points. At any time after this event, you can spend 100 xp and gain the 
  Dark Lore (Necromancy) talent.  
  187-188 09 
  Chaos is Forever!: You're cursed for the rest of your (short?) life. Roll again on this Table (deduct 50% of your penalty 
  with a minimum of 0).You permanently suffer that effect (if the effect occurs instantly, it will instead repeat infinitely 
  every [1d10] minutes).  
  189-190 08 
  Aethyric Aurora: The sky is filled with beautiful but haunting bands of chaotic colours. All arcane spellcasters within a 
  hundred miles must roll an extra d10 when casting a spell. This does not add into your Casting Roll, but does count 
  for the purposes of Tzeentch's Curse. The phenomenon lasts [1d10] days.  
  191-193 11 Medusa: Your hair turns into poisonous snakes! As if that wasn't enough, anyone looking at you must each round 
  make two Tests, one Toughness and one Will Power: if both fail, that creature turns to stone!  
  194-196 09 Storm of Chaos: Roll again on this table (Deduct 20% of the penalty you have, with a minimum of 0%): Expanded 
  Minor Chaos Manifestations. Every creature within [1d10] yards (=[divided by 2] squares), suffer that effect.  
  197-200 09 
  Pool of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM 
  should make in secret) defines what will happen the next time you cast a spell, in addition to any other effects 
  Tzeentch's Curse will bring if you roll doubles, triples, quadruples, quintuples or sextuples.  
  201-202 09 
  Head Falls Off: The caster's head falls off. He or she may be surprised to still be alive and well in all respects. From 
  now on (until a magical cure is found) the caster's head is not attached to his body. The head will have to be kept in 
  place to avoid embarrassment in public, but any Critical Hits to the head additionally result in the caster's head flying 
  [1d10] yards in a random direction.  
  203-205 10 Awwooraah!: A randy Jabberwock (Realms of Chaos, p118) is summoned before the caster - and it is in love! It gets a 
  +20% bonus to its Intelligence not to get distracted...  
  206-207 09 
  Planar Loophole: Any time you successfully cast a spell within the next week, you also cause a Chaos Manifestation. A 
  deamon Imp (WFRP p 229) appears from the Aethyr, roll [1d10] (1-4: it attacks you, 5-7: it attacks someone 
  randomly withing 20y from you (if there is no one it will be you); 8-10 it follows your command)  
  208-210 10 Dark Blessing: You become permanently infused with Daemonic essence. You gain two Chaos Mutations as well as 
  become subject to the Instability special rule. If I were you, I'd rather burn out than fade away.  
  211-212 11 Island in the Sky: The ground you are standing on and surrounding area (up to 1/2 mile radius) suddenly shoots 
  [1d10]0 yards up into the air, forming an Island in the Sky. The island might stay there forever (GMs call).  
  213-215 09 
  Horrible Conversion: The flesh falls off [1d10]0 inhabitants that are the same race as you are in the nearest 
  settlement(s). The victims continue with their lives unaware they have become undead, but may be troubled by local 
  authorities.  
  216-217 09 
  At the Mouths of Madness: 99 boils form across your body and no form of healing will cure them. After [1d10] days 
  the boils rupture, each forming a gibbering mouth that all simultaneously begins to scream various names of Daemons 
  from the Chaos Wastes. Each mouth must be fed a pint of human blood to be silenced (and disappear) but remains 
  otherwise. Until all mouths are silenced you gain the Terrifying talent and will have a hard time making yourself heard 
  above the screaming.  
  218-219 09 Accidental Invitation: You summon a Daemonic Prince. As punishment, it will eat, not you, but one of your blood 
  relatives before disappearing again. This will be embarrassing; it could take a while.  
  220-222 11 
  A Flutter of Wings: A butterfly spontaneously flutters its wings deep in the jungles of Lustria. The tatters of chaotic 
  energy created by this random act spread across the globe, causing tidal waves and hurricanes. A major city in the Old 
  World is battered by raging winds, causing major destruction. You are brought a vision of this destruction in a dream 
  together with the utter realization: you are the cause! Make a Will Power Test or gain 2 Insanity Points.  
  223-224 11 
  Cursed Earthquake: One square mile of inhabited lands in your vicinity experience a major earthquake with geysers of 
  blood erupting, calling out your name. Survivors gain [1d10/2] Insanity Points each, and you cause Fear to them 
  permanently.  
  
   
  Roll 
  Sev. Result 
  225-226 09 
  Aethyric Freeze: A layer of ice two inches thick starts to cover the ground at your position, spreading half a mile each 
  day for [1d10] days. The ice is sometimes black as night, sometimes red as blood. The ice melts normally, but while it 
  lasts it inhibits the flow of magic: all spellcasters take a penalty to each casting die — depending on how much ice is 
  nearby, this penalty is either -1 or -2.  
  227-228 10 
  A new Light in the Sky: A bright pinprick of light appears in the sky above you. As you look towards it, it appears to 
  begin growing visibly brighter and bigger and closer... You realize this is a comet headed directly towards the spot 
  where you cast the spell. The amount of time it will take to reach the spot and the magnitude of destruction are left up 
  to the GM. When it strikes it might even leave a demonic hitchhiker.  
  229-230 11 Blightbeing: Any plant life in your vicinity (5 yards radius) blackens and dies before your eyes. This effect lasts until 
  the next time you cause a Major Chaos Manifestation (or worse).  
  231-233 09 
  Black Road: A road paved with dark stones visible only to Witchsight suddenly appears, starting in front of the caster. 
  Travel along the road is greatly accelerated; reducing travel time to one eighth. If followed to the other end it leads to a 
  far-flung location of chaos (a nexus of energy, a burial mound of a chaos warrior, etc.) - but not necessarily the same 
  one twice!  
  234-235 11 
  Drowning Mist: The water in the nearest pond or small lake starts to churn, emanating a warm mist that drifts with 
  the wind. Each night, a sentient being inside the mist will disappear (victims are chosen in order of lowest WP first), 
  turning up as a drowned corpse back at the lake. The activity of the lake is tied to the appearance of the moon 
  Morrslieb, and will perhaps never return to normal.  
  236-237 11 
  Tzeentch's Revenge: (Note to GM: Treat this result as "Kin Visited" until the real results become known.) You 
  unknowingly start the Dread Plague, transmitted by voice. Everyone that hears you talk and understand your words 
  must make a Will Power Test or (also unknowingly) start to spread the plague. Initially there are no ill effects, but after 
  each period of [1d10] hours will a plague bearer be subject to a spontaneous chaos manifestation: roll on Table 7-2 
  Minor Chaos Manifestation or Table 6-24 Expanded Minor Chaos Manifestation. For some unfathomable reason, the 
  only cure is actually provided by certain Manifestations: for example, anyone who hears the ghostly voices of the 
  "Haunted" Minor Manifestation is instantly cured.  
  238-239 12 If you don't come to the Void, the Void has to come to you: Everything within 100 yards of you is sucked into the 
  Realm of Chaos and is forever lost. Unless you have a whole lot of Fate Points, it's time to roll up a new party.  
  240-241 12 Chaos Portal: You open a permanent gate to the Chaos Wastes. The first few days only a dozen Chaos Furies and 
  perhaps a stray Chaos Warrior will emerge; but if not closed whole armies will follow.  
  242-243 12 
  Winds of Ashes: A dark dry wind swoops down from the sky and all living beings except the wizard within a radius of 
  [1d10] miles that doesn't escape within one hour withers and dies. Then the soil dries up and blows away leaving 
  nothing but featureless sand and stone. These grounds are left barren forever. Spellcasting inside the affected area will 
  automatically cause Tzeench's Curse as if all dice rolled came up with the same number. You gain [1d10] Insanity 
  Points.  
  244-246 11 Storm of Chaos: Roll again on this table (Deduct 30% of the penalty you have, with a minimum of 0%): Expanded 
  Minor Chaos Manifestations. Every creature within [1d10] yards (=[divided by 2] squares), suffer that effect.  
  247-250 11 
  Motherlode of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the 
  GM should make in secret) defines what will happen the next time you cast a spell, in addition to any other effects 
  Tzeentch's Curse will bring if you roll doubles, triples, quadruples, quintuples or sextuples.  
  251+ 
  20 The End Days: The Old World ruptures. This ends your GM's current campaign abruptly and permanently. You 
  must solemnly declare you will not play WFRP for a year and a day. 
  Wolph42 
  Advanced Tzeentch Curse 
  Version 1.0 
  -6- 
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Strike-To-Stun Forums/Advanced Tzeentch Curse v1.0.pdf