I have actually been working on something like that.
It is a system that expands the spellcasting to use the Winds of Magic, extra "power dice", and Tzeench Curse happens only if you cast spells with power drawn from the winds.
And the consequences are really nasty (I took inspiration from WFRP, yes). I really wanted to capture that vibe of "power at a price" and high risk.
When spellcasters learn all spells of their lore, they can start learning Battle Magic spells (which affect large areas and/or work at long distance, and are very versatile).
The system is meant to work in a way that, if you don't want to take the risk, you can play the rules as normal (ie. you just don't use extra dice) while other players can tap the winds at their own risk, so it blends seamlessly into the existing ruleset.
I however don't know if this is something that players are generally interested in seeing (ie. increasing the power level of magic in their games).
It is still under development however, so it needs more work before I throw it out there.
If you are really curious I can PM it to you.