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===Lore of [[Nurgle]]=== The lore of the God of Despair it is fitting that most of the spell are about spreading the sickness around. Daemons and Mortals who follow Nurgle are able to harness spells from this lore, although each with different attributes. The spells of Nurgle focus heavily on Augment spells and most of his damaging spells focus on the enemies toughness. * ''Warriors of Chaos Lore Attribute:'' '''Bloated with Disease:''' Every time a wizard successfully casts a spell it rolls a D6. If a 6 is rolled the wizard's toughness and wounds are permanently increased. Really useful if you can spam a low cost spell and especially useful with a Daemon Prince. * ''Daemons of Chaos Lore Attribute:'' '''Children of Nurgle:''' Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Plaguebearers (on a roll of 5+) or Nurglings (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points. *'''Stream of Corruption:''' The signature spell of Nurgle. A direct damage spell that uses the teardrop template. Models under the template take a toughness test and if failed take a wound with no armor saves. The spell has potential but a lot is holding it back. It has very short range as the template must touch the wizard and doesn't move forward and once you get a wizard that close they are vulnerable and the wizard or unit should be getting into close combat. Another major problem is that high toughness is pretty common in many armies so it will be harder to wound with this spell and as a direct damage spell it can't target units held up in combat. This spell would be much more useful if the wizard could use it like a breath weapon in close combat. *'''Miasma of Pestilence:''' An unusual spell in that it is an augment spell that acts like a Hex spell. Any enemy units in base contact with the augmented unit lower their WS and I by 1 for a turn. The upgraded version lowers WS and I by D3. Useful in that as an augment spell the enemy until does not need to take any characteristic tests to see if they are effected, they just need to be in base contact with one of your units. *'''Blades of Putrefaction:''' Augment with a range of 12". For a turn the units attacks are poisoned and if they already have poisoned attacks they now auto wound on a 5+. Good spell for little pay. One of Nurgle's best. Ironically, is probably best used on a unit like daemonettes, which have a lot of attacks (and probably ASF for rerolls) but poor S. *'''Curse of the Leper:''' Like Slaanesh's Hysterical Frenzy this spell can be used as either an Augment or a Hex. Range of 18", 36" when upgraded. As an Augment it increases the targets toughness by D3 for a turn. As a Hex it decreases the targets toughness by D3. If you are planning to use your Nurglite wizard offensively this spell is basically a must have. *'''Rancid Visitations:''' Magic Missile with a range of 18". Target takes D6 strength 5 hits. And right after must take a toughness test and if failed takes another D6 strength 5 hits and so on until it passes or is killed. Really good against low toughness units but less against those with toughness 4 or above. *'''Fleshy Abundance:''' Augment with a range of 18". Can target all units within 18" if upgraded. the unit gains regeneration 5+ for a turn. Really good for Warriors with their high armor saves and toughness but useless for Daemons unless they got a greater locus of Nurgle. *'''Plague Wind:''' Like Stream of Corruption this spell has potential but is held back too much. Works like other vortex spells but when it passes over a model it must take a toughness test. Unlike the Purple sun or ABH the model just takes a single wound with no armor saves. So once again good against goblins and such but against Ogres and such not so much.
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