Height of Hubris
First Strike (Hatred, Multiple Wounds (2)).
First Strike (Hatred, Multiple Wounds (2)).
+1~Str, +1~AP.
If the wielder causes one or more HP losses with this weapon, then all attacks made by Rank-and-File models in its unit gain +1 to hit, with Duration: Round of Combat.
For each HP loss the wielder inflicts with this weapon on enemy models, it gains +1~Str and +1~AP, up to a maximum of +2 each, with Duration: Permanent.
+1~Att, Divine Attacks.
+2~Att, +2~AP.
+1~Str, +1~AP.
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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.
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
+6~AP.
+3~Def and +3~Off.
Unless the wearer is Shaken, Courage Tests taken by friendly units within~6 of the wearer benefit from Minimised.
The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (4).
The bearer gains Aegis (5+, against Melee Attacks). If one or more Melee Attacks are allocated against the bearer, it gains Grind Attack) (3, Str~4, AP~2, Magical Attacks, Unmodifiable)}, with Duration: Round of Combat. This Grind Attack)} is always resolved with Agi~0. (Note that attacks made at Agility Step~0 can trigger this effect.)
Aegis (5+).
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).
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).
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.
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).
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
While the bearer’s unit is part of a Combined Charge, that unit, as well as all other units that are Charging the same target, must reroll failed Charge Range rolls, and benefit from Devastating Charge (Hard Target (1)).
The bearer’s unit gains Horror. During Combat Choices, select one Rank-and-File model part, or a model part on the bearer’s model, in the Front Rank of the bearer’s unit: that model part gains , with Duration: Round of Combat.
Exclusive (Captain, ). The unit’s maximum size is changed to 15~models for units entirely with Height~1, and to 6~models for units entirely with Height~2. Rank-and-File model parts with Elf in the bearer’s unit gain Devastating Charge (+1~Att).
The bearer’s unit gains Stri\-der.
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+.
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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.
One use only. Duration: End of Combat. Can be activated at the start of any Round of Combat: one friendly unit entirely with Beast within~12 of the bearer gains Dying Blow.
One use only. Duration: Round of Combat. +3~Agi.
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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: 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: 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: 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. The bearer’s model Recovers 1~HP.
For each HP loss the wearer inflicts with Standard Melee Attacks on enemy models, it gains +1~Armour Equipment, with Duration: Permanent.
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.
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Attached, which cannot be lost, and Resistance (Melee Attacks).
+1~Arm, and Regeneration (4+).
+3~Arm. The models Armour value can never be improved beyond~5.