Magic item categories
Ogre Khans

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Aether Icon

The bearer’s unit gains Magic Resistance (1).

Sheltering Standard

Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.

Stalker’s Standard

The bearer’s unit gains Stri\-der.

Flaming Standard

One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks

Banner of the Gyengget

The bearer’s unit gains First Strike (re-roll to-hit and to-wound rolls of~1).

Pennant of the Great Grass Sky

The bearer’s unit’s Charge Range rolls gain Maximised, and its Flee Distance rolls gain Minimised.

Skull of Qenghet

The bearer’s unit gains Terror.

Banner of Speed

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Banner of Courage

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

potionAndScroll

Potion of Swiftness

One use only. Duration: Round of Combat. +3~Agi.

Binding Scroll

One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap

Dragon’s Brew

One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).

Potion of Power Preservation

One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.

Scroll of Power

One use only. Duration: Instant. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.

Scroll of Draining

One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.

Potion of Healing

One use only. Duration: Instant. The bearer’s model Recovers 1~HP.

artefact

Crown of the Wizard King

During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Talisman of Shielding

Aegis (5+).

Magical Heirloom

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).

Mimic Cloak

Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.

Talisman of the Void

Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).

Rampager’s Chain

The bearer gains Stomp Attack) (D3+1)}, and all models in its unit must reroll failed to-wound rolls with Stomp Attack)}.

Yeti Furs

, Stri\-der.

Lygur’s Tongue

Afflict (2~Off).

Rod of Battle

The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.

weapon

Giant Slayer

Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.

Vorpal Binding

Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.

Touch of Greatness

+1~Str, +1~AP.

King Slayer

Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.

Heart-Ripper

Ritual Bloodletter

+1~Att.
While the wielder’s unit is Engaged in Combat, it can cast Hand of Glory{Occultism} as a Bound Spell~(4+).

Viper’s Curse

Poison Attacks (Melee \& Shooting).
Shots~4, Str~4, AP~2, and always hits on~4+.
It cannot benefit from Area Attack, Direct Hit.

Khagadai’s Legacy

Multiple Wounds~(D3).

Shield Breaker

+6~AP.

Hero’s Heart

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

Eldritch Inscriptions

First Strike (Hatred, Zeal).

shield

Wild Warding

+3~Arm. The models Armour value can never be improved beyond~5.

armour

Destiny’s Call

Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.

Warding of Unity

Attached, which cannot be lost, and Resistance (Melee Attacks).

Basalt Infusion

+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.

Wrestler’s Belt

+1~Arm, +1~Str, and Devastating Charge (+1 Arm).

Aurochs Resilience

+1~Res, and . The model automatically fails all Armour Saves and Aegies Saves.

Mammoth-Hide Cloak

Death Cheater

+1~Arm, and Regeneration (4+).