Magic item categories
Elfi del Terrore

Magical Weapons

Giant Sword

Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.

Ogre Sword

Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.

Jack's Pickaxe

cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).

Skull Splitter

Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.

Axe of Battle

Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.

Beast-Bane Halberd

Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).

Blessed Sword

Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.

Fleshrender

Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).

Sterminatrice di re

Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).

Obsidian Sword

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).

Fencer's Swords

Type: Paired Weapons. The wielder has Weapon Skill 10.

Hero's Sword

Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).

Sword of Strength

Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.

Flaming Lance

Type: Lance. Attacks made with this weapon gain Flaming Attacks.

Razor Blade

Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).

Headsman's Axe

Type: Great Weapon. Attacks with this weapon gain +3 Strength (instead of +2) and Multiple Wounds (2).

Frusta dell'addestratore

Type: Hand Weapon. The wielder gains +1 Attack when using this weapon. Attacks made with this weapon are always performed at Strength 5 (regardless of modifiers). A model with Towering Presence that is hit by this weapon loses Stomp (if it had it) until the end of the Phase.

Magical Armour

Armour of Destiny

Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).

Bluffer's Helm

Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.

Mithril Mail

Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.

Glittering Cuirass

Type: Heavy Armour. The wearer gains Distracting.

Armour of Fortune

Type: Heavy Armour. The wearer gains a Ward Save (5+)

Dragon Mantle

Type: None. The wearer gains Innate Defence (5+).

Bronze Breastplate

Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.

Dragonscale Helm

Type: None (6+ Armour Save). The wearer gains Fireborn.

Hardened Shield

Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).

Lucky Shield

Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.

Crimson Mail

Type: Heavy Armour. For each unsaved wound inflicted by the wearer in Close Combat, the wearer gains +1 to its Armour Save (which cannot be improved better than 1+) for the remainder of the game.

Talismans

Talisman of Supreme Shielding

The bearer gains a Ward Save (4+).

Obsidian Nullstone

The bearer gains Magic Resistance (3).

Sprout of Rebirth

The bearer gains a Regeneration (4+).

Dusk Stone

The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.

Talisman of Greater Shielding

The bearer gains a Ward Save (5+).

Pietra d'ossidiana

The bearer gains Magic Resistance (2).

Gemma draconica

The bearer gains Fireborn.

Monile portafortuna

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

Talismano di protezione

The bearer gains a Ward Save (6+).

Mantello del crepuscolo

The wearer gains a Ward Save (3+) against Ranged Attacks. The wearer also gains Lethal Strike and Multiple Wounds (D3) in the first Round of Combat.

Amuleto del livore

If an enemy Wizard within 12" attempted casting a spell in which two or more Magic Dice rolled a double, the caster suffers a Miscast. A single casting roll cannot result in more than one Miscast.

Enchanted Items

Wizard’s Hood

The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.

Corona dell'autarchia

The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.

Pozione della forza

May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.

Ring of Fire

The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).

Divine Icon

The bearer's model gains Divine Attacks.

Gem of Fortune

Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.

Charm of Cursed Iron

The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.

Crown of Scorn

Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.

Pozione della rapidit

May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.

Anello delle ombre

The bearer's model and all Infantry models in its unit count as being in Soft Cover. If one of the models affected by this item is already in Soft Cover, it counts as being in Hard Cover instead. Close Combat Attacks made against the bearer’s model or any Infantry models in its unit suffer -1 Weapon Skill (to a minimum of 1).

Dagger of Moraec

During each friendly Magic Phase, after the Magic Flux roll, the bearer may inflict D3 wounds onto its unit, with no saves of any kind allowed. If the bearer does so, all natural to-wound rolls of '1' from spells cast by the bearer must be rerolled.

Arcane Items

Libro del potere arcano

The bearer gains a +1 casting modifier to casting and dispel rolls.

Dispel Scroll

Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.

Essenza di una mente libera

The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.

Wand of Stability

The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.

Shielding Scroll

Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.

Scettro del potere

The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.

Famiglio errante

At the start of each friendly Magic Phase you may place a familiar counter with a 20x20mm base within 6" of the owner. This familiar acts (and is subject to the same restrictions) as a model of Standard Height for the purpose of drawing Lines of Sight. It must be put more than 1" away from other models and from Impassable terrain. Once it is placed, the player must declare which side of the familiar is the front. Whenever the bearer of this item casts a non-bound spell, it may choose to use the position of its familiar when drawing Line of Sight, measuring Range and determining front arc (you must use all of these or none at all). At the end of the Magic Phase the familiar is removed.