| Cloud of Flies
(Power 1)
Range 12" Cast on unit or model, target may not move or
shoot. Remains in play. |
Fly Swarm
(Power 1)
First wound on mage in any turn is saved.
If auto kill, he saves on 4+ Remains in play. |
Miasma of Pestilance
(Power 2)
All models within 6" have 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 |
Stench of Nurgle
(Power 1)
Cast on model in base contact. Victim and all models within 3" lose 1
A Champions, Sorcerers, and Remains in play. |
Stream of Corruption
(Power 2)
Use Stream template, models under template must roll equal or less |