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The bearer’s unit gains Magic Resistance (1).
The bearer’s unit gains Magic Resistance (1).
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
The bearer’s unit gains Stri\-der.
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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.
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
While in contact with the bearer's unit, enemy units Courage Tests suffers form Maximised. In addition, friendly models in units Engaged in the same Combined Combat as the bearer's unit must re-roll 1's to wound.
The bearer's unit gains Feigned Flight, Hit and Run. In addition, when using Hit and Run, the unit automatically Rally at the end of .
One use only. Duration: Round of Combat. +3~Agi.
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
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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.
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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.
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
Duration: Instant. Activation: Start of any Player Turn. All model parts with Elf in the bearers unit gains Devastating Charge (+1~Str, +1~AP), Fearless, Unruly, and loses Light Troops. This does not give a unit with Light Troops Scoring.
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).
Aegis (5+).
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).
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.
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).
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
Duration: Instant. One use only. Can be activated at the end of any friendly Movement Phase, if the bearer is Unengaged. Place a Water Terrain, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Water Terrain has the dimensions of a 106 rectangle. It follows the normal Water Terrain rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
The bearer gains Magic Resistance (2), Hard Target (1).
The bearer can cast (Hereditary) as a Bound Spell (4).
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
+1~Str, +1~AP.
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.
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
+6~AP.
+3~Def and +3~Off.
Range 18, Shots #1D6 (2). Lightning Attacks. Shooting Attacks of units that are hit by one or more attacks made with this weapon suffer -1 to hit. Duration: One Turn.
+3~Arm. The models Armour value can never be improved beyond~5.
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.
Attached, which cannot be lost, and Resistance (Melee Attacks).
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
+1~Arm, and Regeneration (4+).