Cosmology Chaos

Cosmology Chaos

Duality: ​All Cosmology spells are divided into two versions; Cosmos ​and Chaos​. When Casting Cosmology spells, always declare which version of the spell you are using.
Whenever a spell from Cosmology is successfully cast and caster had no Cosmology counter, it gains a counter matching that version; a Cosmos ​counter for Cosmos ​version, or a Chaos ​counter for Chaos ​version.
Non-Bound Spells from Cosmology have {their Casting Values reduced by 2}​ when cast by a Caster with a Cosmology counter matching the version of the Spell that is cast (i.e. Cosmos ​versions of spells have reduced casting values for casters with a Cosmos ​counter, and vice versa for Chaos​). When a Caster attempts to cast a Cosmology spell of a version not matching its counter, it immediately loses its Cosmology counters.
At the end of each of your Magic Phases, replace all your Cosmos ​counters with Chaos ​counters, and all Chaos ​counters with Cosmos ​counters.

(0) Altered Sight

7+ {5+}
24"
Hex
Last one Turn
The target suffers -1​ Weapon Skill, to a minimum of 1, and -1​ Ballistic Skill.

(1) Touch the Heart

7+ {5+}
18"
Hex, Damage, Focused, Direct
Instant
The target suffers 1 hit that automatically wounds​ with Armour Piercing (6).

(2) Mind Games

7+ {5+}
18"
Hex
Remains in play
The target suffers -1​ Leadership.

(3) Truth of Time

9+ {7+}
18"
Hex
Last one Turn
When the target rolls a Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls one less D6 than normal.

(4) Ice and Fire

9+ {7+}
18"
Hex, Missile, Damage
Instant
The target suffers 2D6 Strength 3 hits with Armour Piercing (3).

(5) Perception of Strength

10+ {8+}
18"
Hex
Last one Turn
The target suffers -1​ Strength.

(6) Unity in Divergence

11+ {9+}
18"
Hex, Damage, Direct
Instant
Each model in the target unit suffers a Strength 3 hit.