Magic item categories
Uralte Echsen

Armour Enchantments

Death Cheater

The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.

Essence of Mithril

The wearer’s Armour is set to 5 and can never be improved beyond this.

Dusk Forged

The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.

Ghostly Guard

The wearer gains +2 Armour against non-Magical Attacks.

Basalt Infusion

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Alchemist's Alloy

The wearer gains +1 Armour and suffers −2 Offensive Skill.

Willow's Ward

While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Essenz des Taurosaurus

Der Träger erhält +1 Rüstung und +1 Lebenspunkt.

Gezackte Schuppen

Während er den Schild benutzt, erhält der Träger Zermahlen (2), das immer mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt wird.

Artefacts

Crown of the Wizard King

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Book of Arcane Mastery

The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Crown of Autocracy

The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Obsidian Rock

The bearer gains Magic Resistance (2).

Rod of Battle

The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Binding Scroll

One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Essence of a Free Mind

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.

Lightning Vambraces

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Talisman of Shielding

The bearer gains Aegis (5+).

Ranger's Boots

The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.

Magical Heirloom

The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.

Sceptre of Power

One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).

Talisman of the Void

The bearer gains Channel (1).

Dragon Staff

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

Crystal Ball

The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.

Potion of Strength

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.

Dragonfire Gem

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Lucky Charm

One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Potion of Swiftness

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.

Jadestab

Der Träger kann Heilendes Wasser (Druidism) als Gebundenen Zauber mit Energiestufe (4/8) wirken.

Geist des Raptors

Der Träger erhält +4" Bewegungsrate, +4" Marschrate, und Schnelle Bewegung. Dieses Artefakt kann nicht von einem Modell mit Stiefel des Grenzläufers gewählt werden.

Sonnentafel

Der Träger wählt seine Zauber aus allen erlernten Zaubern seines gewählten Pfads und Funke der Schöpfung (Hereditary Spell). Dies setzt die normalen Zauberauswahlregeln für Zaubernovizen/-adepten und Essenz des freien Geistes außer Kraft. Dieses Artefakt kann nicht mit Herrscher über den Wandel kombiniert werden.

Sternschnuppen-Scherbe

Das Modell des Trägers erhält Rettungswurf (2+, gegen Flammenattacken) und Schwieriges Ziel (1), und alle seine Zähigkeitswürfe misslingen automatisch.

Uralte Tafel

Einmal pro Magiephase darf der Träger einen Magiewürfel wiederholen, der zum Wirken eines Zaubers verwendet wurde, solange der Spruch kein Zauberpatzer war. Die Fähigkeit kann nicht für Zauberversuche mit nur einem Magiewürfel verwendet werden.

Kugel des Schutzes

Der Träger erhält Rettungswurf (2+, gegen Fernkampfattacken). Alle Schutzwürfe des Trägers gegen Nahkampfattacken misslingen automatisch.

Ei des Quetzal

Der Träger erhält Atemattacke (Str W3+2, RD 1, Magische Attacken).

Obsidiantesserakt

Nur eine Anwendung. Kann in der gegnerischen Magiephase am Ende von Schritt 3 des Ablaufs der Magiephase (Abschöpfen des Schleiers) aktiviert werden. Wenn es aktiviert wird, entferne 1 Magiewürfel aus dem gegnerischen Magiewürfelvorrat.

Schwung des Ansturms

Das Reittier des Trägers erhält Aufpralltreffer (W6). Falls es bereits Aufpralltreffer hatte, wird die Anzahl seiner Aufpralltreffer um W6 erhöht.

Weapon Enchantments

Titanic Might

Attacks made with this weapon gain +3 Strength and become Magical Attacks.

Blessed Inscriptions

Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

King Slayer

The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.

Shield Breaker

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.

Supernatural Dexterity

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Touch of Greatness

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Cleansing Light

At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.

Ruhm des Zeitalters des Morgengrauens

Attacken mit dieser Waffe erhalten +1 Stärke und Multiple Lebenspunktverluste (2) und werden zu magischen Attacken.

Lauffeuerausbruch

Diese Waffe hat Schüsse 4, Str 4, RD 1 und trifft immer auf 3+. Attacken mit dieser Waffe werden zu Flammenattacken und magischen Attacken. Eine Einheit, die von diesen Attacken getroffen wird, verliert leichte Deckung bis zum Ende des Spielerzugs (falls sie sie hatte). Wenn die gegnerische Einheit in harter Deckung war, wird sie bis zum Ende des Spielerzugs so behandelt, als ob sie in leichter Deckung wäre.