The wizard pronounces a curse upon his enemies. Wispy, ethereal spirits rise from the ground and start to harass them, scrabbling at their feet and legs with insubstantial claws. The curse affects a single unit within 24". The target can only hit its enemies on the D6 roll of a 6 and must re-roll any successful armour saving throws it makes. The incessant harassment of the malevolent spirits also halves the target's movement and will force mounted targets to take a Panic test at the start of each turn as their mounts shy away from the spirits. Once cast the Curse of Anraheir remains in play and continues to affect the unit from turn to turn.
Remains in play