Aether Icon
The bearer’s unit gains Magic Resistance (1).
The bearer’s unit gains Magic Resistance (1).
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
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 Stand and Shoot.
The bearer gains .
Whenever the bearer’s unit is targeted by an Order, it may immediately give that same Order (for free) to up to two within~8 (of itself).
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.
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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: 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 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. Units within~6 of the bearer must reroll failed Charge Range rolls.
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. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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).
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.
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~Str, +1~AP.
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
+X~Att, +X~Str, and +X~AP, where X is the number of friendly and of Height~1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Wounds automatically, AP is always~10.
Att set to 5. In addition, the wielder benefits from +1~Str, and +1~AP when attacking a unit containing a model with a Learned Spell, or a unit that is under the effect of a spell with type Augment.
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Attached, which cannot be lost, and Resistance (Melee Attacks).
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.
+1~Dis; Armour Equipment is set to~6. Fearless.
+2~Arm against non-Magical Attacks.
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).
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).
The bearer can cast Corruption of Tin (Alchemy) as a Bound Spell (3).
During Combat Choices, select one enemy Character in contact with the wearer’s unit. Select a model part on the selected Character: it suffers 2~Att, 2~Off, 2~Str, and 2~AP, with Duration: Round of Combat.
The bearer gains Aegis (3+, against Flaming Attacks),Aegis (5+),Dis\-trac\-ting (1), and automatically fails all Regeneration Saves.
Enemy units within~8 of the bearer lose the Charging Momentum Agility bonus as well as the +1~Combat Score bonus from Charging.
+3~Arm. The models Armour value can never be improved beyond~5.
Aegis (4+, against Magical Attacks).
Immune (Fury, Lethal Strike).
+1~Arm.
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.