Acid SprayGreen vapours fly from the casters finger tips to envelope a target in sight with a corrosive acidic slush. The target rolls a combat dice, on a skull they take one body point of damage and on a black shield they take one body point of damage and any non magical armour they may be wearing (not a shield or helmet) is discarded.
Bog PlagueThis spell may be cast on any one Hero, causing him to immediately begin oozing pus and slime from his eyes, nose, and mouth, making the Hero unable to attack or defend himself. The spell can be broken by the Hero on a future turn by rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken.
Cloud Of FliesThe room or corridor occupied by the caster fills with thousands of tiny biting flies until the beginning of the casters next turn causing any non undead/Nurgle/swamp based occupants to attack and defend with one less dice than normal. The effects of Cloud Of Flies, Pestilence and Nurgles Rot are not cumulative.
Creeping SnareCan be cast on any square in casters line of sight causing deadly vines to ensnare any character to occupy that square. An ensnared target cannot move and attacks and defends with one combat dice until freed. The vines have 4 body points but don't defend. An ensnared target or any directly adjacent allies can attack the vines. Once cast, the spell remains in play until the vines are destroyed and will ensnare any creature other than undead or fimir who end their turn on that square.
DiseaseA non undead/Nurgle/swamp based target in sight is infected with putrid swamp diseases and rolls a combat dice immediately and at the start of each of their turns. On a black shield the target suffers one body point of damage and on a white shield the spell wears off. Any character killed by Swamp Disease becomes a swamp zombie and can't be resurrected by an elixir of life. Swamp Disease can be cured by drinking holy water, which is then discarded.
FeverThis spell will inflict a terrible fever upon a player. He rolls one less defense die against all attacks. The victim may try to recover by rolling a defense die at the start of each of his turns. If he rolls a shield he returns to normal.
Insect SwarmA swarm of flesh eating insects attack a non undead/Nurgle/swamp based target in sight with three combat dice. The target ignores any defence improvements for armour (a monster rolls one less defence dice than normal).
Noxious SporesThis spell causes wild hallucinations upon the victim. Unable to distinguish between reality and the effects of the spores the victim is forced to re-roll any successful combat dice within that room or passageway.
PestilenceCan be cast on any target (friend or foe) in sight surrounding them with foul pestilent fumes and causing any non undead/Nurgle/swamp based characters adjacent (including diagonally adjacent) to them to attack and defend with one less combat dice than normal. The target rolls a standard dice at the start of each of their turns and if they roll under their current mind points the spell wears off. The effects of Cloud Of Flies, Pestilence and Nurgles Rot are not cumulative.
PutrifactionCauses a foul rotting of the flesh, inflicting D3 (roll a standard dice and halve the number shown rounding up) skulls worth of possible damage on a directly adjacent non undead/Nurgle/swamp based target. The target defends with the same number of combat dice as their current mind points.
SloughThis spell may be cast on any one hero. The square that hero is currently occupying suddenly turns into a slough slowly pulling the hero under. He must try to climb out of the slough according to the Slough trap rules.
Summon FogwalkersThe caster summons the foul semi-preserved corpses of those who have fallen in the bogs of his homeland. Place three fogwalkers anywhere within sight of the caster. Fogwalkers are putrid undead swamp zombies that carry deadly diseases. Any non undead/Nurgle/swamp based character wounded by a fogwalker rolls one combat dice (regardless of how many wounds they suffer). On the roll of a skull they suffer an additional body point of damage. On the roll of a black shield they suffer an additional body point of damage and are infected with a cocktail of foul diseases and roll a combat dice at the start of each of their turns. On a black shield they suffer one body point of damage and on a white shield the diseases are fought off. Any character killed by Swamp Disease becomes a fogwalker and can't be resurrected by an elixir of life. Swamp Disease can be cured by drinking holy water, which is then discarded. They act as ordinary monsters under the control of the caster starting from this turn and have the following stats.
Movement: 4. Attack: 2. Defend: 3. Body Points: 3. Mind Points: 0.
Summon Marsh SkeletonsThe caster summons the remains of the unfortunate victims of Swamp Disease from the distant past. Place five marsh skeletons anywhere within sight of the caster. Marsh skeletons are the long dead remains of fogwalkers whose soggy puss filled infections have finally striped their bodies of any remaining flesh. Their bones drip with weed and slime but they are no longer carriers of the foul and hideous diseases that plague their more recently deceased undead brethren, but they can still be dangerous in large numbers. Marsh skeletons can attack diagonally. They act as ordinary monsters under the control of the caster starting from this turn and have the following stats.
Movement: 4. Attack: 2. Defend: 2. Body Points: 2. Mind Points: 0.
Toxic CloudThe caster conjures a stinking cloud of toxic gasses. Place the toxic cloud tile so that at least one square of it is in the casters line of sight. Any non undead/Nurgle/swamp based character that starts their turn in a toxic cloud rolls a combat dice. On a skull they miss their turn due to coughing and choking on the foul vapours and on a black shield they miss their turn and suffer one body point of damage. The cloud lasts for as long as the caster is alive.
Will-'O-WhispGaseous balls of energy float around, sparking maliciously. The caster may use this spell on themselves or another friendly player. Whilst in play the effects allow the player 1 extra defence dice and to re-roll 1 failed defence dice once per turn. As soon as a wound is taken by that player the spell is broken.
I suggest we change fever from this:
FeverThis spell will inflict a terrible fever upon a player. He rolls one less defense die against all attacks. The victim may try to recover by rolling a defense die at the start of each of his turns. If he rolls a shield he returns to normal.
To this:
FeverThis spell will inflict a terrible fever upon a target in sight. They roll one less defence dice, one less attack dice and move at half their standard rate or rolled score (rounding up). Any any non undead/Nurgle/swamp based characters who start their turn adjacent (including diagonally adjacent) to character with the fever rolls a combat dice. On a skull they are affected by the symptoms of the fever for the duration of this turn and on a black shield they are fully infected with it. A character with the fever rolls a combat dice at the start of their turn. If they roll a white shield the fever is fought off and if they roll a black shield they suffer one mind point of damage. The effects of Cloud Of Flies, Pestilence and Nurgles Rot are not cumulative with each other but are cumulative with Fever.
For a start it's not okay to make the players ill. Any spell effects should be restricted to only targeting the heroes and their followers, not the players themselves in my opinion. I also like the idea of it spreading. It means the target can actually make use of it.

That's a nice spell set. Now please let's not ruin it by pulling it apart. I think we should also select fifteen chaos spells we want to use. They're going to have to be listed as well anyway because they're US only.