Cloud of Flies (Power 1)

Range 12"   Cast on unit or model, target may not move or shoot.
Missles may not be fired at target.

Remains in play.

 Fly Swarm (Power 1)

First wound on mage in any turn is saved.   If auto kill, he saves on 4+
but swarm is dispelled.

Remains in play.

Miasma of Pestilance (Power 2)

All models within 6" have 
characteristics halved (round up).   Chaos Champion, Sorcerers, and Daemons of Nurgle unaffected

Remains in play.

Pillar of Putrefaction (Power 2)

Pillar lifts mage into air.   Mage can see whole field and cast as normal.   May only be shot or attacked by fliers. Has 2+ armor save; All spells cast at mage are auto dispelled. Pillar sinks on dispel.

Remains in play.

Pit of Slime (Power 2)

Range 12"  Target model must roll under S on D6.   Success dispels, failure traps, unable to do anything.   On future magic phases, target may roll again.   Roll under S frees, equal S remains trapped, over S kills target

Remains in play.

Plague Wind (Power 3)

Range 24" Target unit takes 3D6 - T hits, hits wound on 4+, no armor saves.   For every 3 wounds, a Plaguebearer is formed.   Create new unit within 3" of target unit.

Shrivelling Pox (Power 1)

Cast on model in base contact.   Mage rolls 2D6, target rolls 1D6, if 
mage's is greater, target takes 
number of wounds mage won by.   No armor saves except for magic armor.

Stench of Nurgle (Power 1)

Cast on model in base contact. Victim and all models within 3" lose 1 A Champions, Sorcerers, and 
Daemons of Nurgle are unaffected.

Remains in play.

Stream of Corruption (Power 2)

Use Stream template, models under template must roll equal or less 
than I on D6 or be killed(6 kills).   No wounds, so no armor saves, special saves, etc.   If target has T7 or more, takes D6 wounds, no armor saves except magic armor.