|Spell Type||Unit Curse|
Target unit is inflicted with the following ill effects:Magic Immunity or Illusions Immunity abilities may not be targeted by this spell.
Vertigo is an Uncommon Unit Curse belonging to the Sorcery Magic realm. For 25 it may be cast on an enemy unit during combat. The target may attempt to Resist this curse with no penalty. If it fails to do so, it will be inflicted with a -20% To Hit penalty on each attack it makes, as well as a -1 penalty per figure. If the unit failed to resist Vertigo, it will remain affected by it until the end of the battle or until Vertigo is dispelled.
Vertigo can significantly reduce an enemy unit's potential to inflict damage, as well as reducing its ability to block damage.
To Hit Penalty Edit
Once a unit has been successfully inflicted with Vertigo, it receives a To Hit penalty of -20% penalty. This penalty applies to any attack made by the unit, including Melee Attacks, Ranged Attacks, and any special attacks that require a To Hit roll (like Breath Attacks).
A To Hit penalty of -20% means that each 1 or 1 has 20% less chance of causing 1 point of damage to the enemy, as per the normal combat rules.
Since most units have a default To Hit value of 30%, this will bring them down to only 10% - translating to a total effective reduction of 66% in the amount of damage they cause! This can render even a powerful unit largely unable to cause any significant damage to its enemies during combat.
Defense Penalty Edit
While affected by Vertigo, each figure in the cursed unit also suffers a Defense penalty of -1. This means that each figure has one fewer attempt to block incoming damage from an enemy attack or direct-damage spell.
This effectively increases the amount of damage the cursed unit takes (on average) from such attacks.
Note that units may never have a Defense score lower than 0. If the unit's Defense score is reduced to less than 0 due to Vertigo, it is immediately raised to 0.
Usage EditVertigo may only be cast during combat, for a Casting Cost of 25. It must be targeted at an enemy unit.
Once the spell is successfully cast on a unit, it will immediately affect that unit's statistics as explained above. The unit will continue to suffer from Vertigo until the end of the battle, or until Vertigo is dispelled - whichever comes first.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards who possess at least 8 Spellbooks, or Wizards with 11 Spellbooks who did not select Vertigo as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than 8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay.
Vertigo has a base Research Cost of 400.
With at least 1 Spellbook, the Vertigo spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.
Vertigo can significantly reduce a unit's combat effectiveness, and at the same time make it easier to destroy. Unfortunately, due to allowing the target to make its Resistance roll with no penalties, Vertigo may need to be cast several times before it can affect a unit - and units with high Resistance scores are completely immune to it.
When Vertigo is cast on one of your own units, it may be best to try to distance that unit from combat as much as possible as it is now much more vulnerable to the enemy. Otherwise, seek to dispel the Vertigo as soon as possible.