Magic item categories
Hobgoblins

banner

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

Baited Banner

Model parts with Mount in the bearer’s unit benefit from Hatred.

Banner of Speed

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

Rending Banner

One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.

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 a Free Mind

One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).

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).

Zartosht's Chains

Afflict (-2~Def).

Obsidian Rock

Magic Resistance (2).

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.

Wicked Serrations

+1~Att. Elven Finesse,Afflict (-1~Res and -1~Att, against Single Model Units).

Rocket Arrows

Shots 1, Strength 6, Armour Penetration 3, Multiple Wounds (2).

Shield Breaker

+6~AP.

Hero’s Heart

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

shield

Wild Warding

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

Dusk Forged

The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.

Sigil of Protection

+1~Arm.

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.

Ghostly Guard

+2~Arm against non-Magical Attacks.

Death Cheater

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