Source: Warhammer Fantasy: 8th Edition

Printable Cards: The Lore of Nurgle (Warriors of Chaos)
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Stream of Corruption (Signature)

Casting Value: 7+

Stream of Corruption is a direct damage spell. Place the teardrop-shaped template with its narrow end touching the front of the Wizard's base and the large end over the target. All models underneath the template must pass a Toughness test or suffer a Wound with no armour saves allowed.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

1. Miasma of Pestilence

Casting Value: 5+

Miasma of Pestilence is an augment spell with a range 18". Until the start of the caster's next Magic phase, all enemy units in base contact with the target 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 he does so, the casting value is increased to 10+.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

2. Blades of the Putrefaction

Casting Value: 8+

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 5 as well as 6.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

3. Curse of the Leper

Casting Value: 10+

Curse of the Leper can be cast on any unit (friend of 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 he does so, the casting value is increased to 13+.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

4. Rancid Visitation

Casting Value: 10+

Rancid Visitations is a magic missile spell 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.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

5. Fleshly Abundance

Casting Value: 11+

Fleshly Abundance is an augment spell with a range of 18". Until the caster's next Magic phase, the target has the Regeneration (5+) special rule. 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. The Wizard can choose to have this spell target all friendly units within 18". If he does so, the casting value is increased to 22+.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.

6. Plague Wind

Casting Value: 15+

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 of 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 no armour saves allowed. 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 he does so, the casting value is increased to 25+.

The Lore of Nurgle: 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 and Toughness are both increased by 1 for the rest of the game.