Source: Warhammer Armies Project: Unofficial 9th Edition

The Lore of Nurgle
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Gifts of the Plagued One

Nurgle is the Lord of Decay and he blesses those who spread plague in his name by bloating their bodies with foul vitality.

When a spell from the Lore of Nurgle is successfully cast, roll a D6 after resolving the spell's effect(s). On the roll of a 6, the Wizard's Wounds are increased by 1 for the remainder of the game.

Stream of Corruption is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit must pass a Toughness test or suffer a Wound with the Ignores Armour Saves special rule.

1. Miasma of PestilenceCasting Value: 5+

Miasma of Pestilence is an augment spell with a range of 18". Until the start of the caster's next Magic phase, all enemy units in base contact with the target unit reduce their Weapon Skill and Initiative by 1 (to a minimum of 1). The Wizard can choose to cast a more powerful version of this spell that instead reduces the Weapon Skill and Initiative of all enemy units in base contact with the target unit by D3 (roll once and apply the result to all affected enemies). If they do so, the casting value is increased to 10+.

2. Blades of PutrefactionCasting Value: 8+

The wizard blesses weapons to ooze with the choicest of Nurgle's foul contagions.

Blades of Putrefaction is an augment spell with a range of 12". The target unit's close combat attacks gain the Poisoned Attacks special rule until the start of the caster's next Magic phase. If a model targeted by this spell already has Poisoned Attacks, its Attacks Wound the target automatically on a To Hit roll of 6.

3. Curse of The LeperCasting Value: 10+

Curse of the Leper can be cast on any unit (friend or foe) within 18". If cast on a friendly unit, Curse of the Leper is an augment spell that increases the target unit's Toughness by D3 (to a maximum of 10) until the start of the caster's next Magic phase. If Curse of the Leper is cast on an enemy unit, it is a hex spell that reduces the target unit's Toughness by D3 (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

4. Rancid VisitationsCasting Value: 10+

Rancid Visitations is a magic missile with a range of 18" that inflicts D6 Strength 5 hits. The target unit must then immediately pass a Toughness test or suffer a further D6 Strength 5 hits. The target must keep testing its Toughness in this manner until a test is passed, or the target is removed as a casualty.

5. Fleshy AbundanceCasting Value: 11+

The wizard generously gifts the fortunate recipient with a growth spurt of the most repulsive kind. Great wobbling mounds of grey-green fat spill out to seal wounds moments after they are formed.

Fleshy Abundance is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target has the Regeneration (5+) special rule (to a maximum of a 3+ save for Daemons of Nurgle).* The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 14+.

*(Warrior of Chaos only) If the target already has the Regeneration special rule, it instead gains +1 to all Regeneration saving throws (to a maximum of 2+) until the start of the caster's next Magic phase.

6. Plague WindCasting Value: 15+

Remains in play. Plague Wind is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Plague Wind will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. If the result on the artillery dice is a misfire, centre the template on the caster instead and roll a scatter dice; the template moves a number of inches equal to the caster's Wizard level, in the direction shown by the scatter dice (if you roll a Hit!, the template remains where it is). Any model touched by the template must pass a Toughness test or suffer a single automatic Wound, with the Ignores Armour Saves special rule.

In subsequent turns, the Plague Wind travels in a random direction and moves a number of inches equal to the roll of an artillery dice (if a misfire is rolled, the Plague Wind dissipates and is removed). The Wizard can infuse Plague Wind with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.