Ghostly Guard
+2~Arm against non-Magical Attacks.
+2~Arm against non-Magical 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.
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.
+2~Arm against Magical Attacks.
Aegis (3+). The wearer’s Armour is set to~1 and can never be improved beyond this. If the wearer Miscasts and suffers Witchfire, the number of hits are halved (rounding fractions up) for the wearer and its unit.
+3~Def, +3~Arm, and Attached. The model’s Armour Equipment can never be improved beyond~5.
+1~Arm, which is improved to +2~Arm for models without Mount. The bearer can never be wounded on a roll better than~3+.
+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.
+3~Arm. The models Armour value can never be improved beyond~5.
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Magic Resistance (2).
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).
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with three Magic Dice, the bearer may reroll all Magic Dice.
Aegis (+2, max~4+).
Unless the bearer is Shaken, Dispelling Rolls made by the bearer’s army gain a +1~modifier; if the target of an enemy spell is within~18 of the bearer, that modifier is increased to~+2.
First Strike (Hatred, Zeal).
+3~Def and +3~Off.
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.
Devastating Charge (+1~Att), Lethal Strike, Divine Attacks.
One use only. Duration: Round of Combat. May be used during Combat Choices: the wielder counts as Charging for the purpose of Devastating Charge.
Shots (3), Str as user~+1, AP as user~+1.
+1~Att, +1~Str. During Combat Choices, gain either Flaming Attacks, Lightning Attacks, with Duration: Round of Combat.
+1~Str, +2~AP. Each successful to-hit roll with this weapon causes one additional hit, allocated to the same target (usually this means it causes two hits instead of one).
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: 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: 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: Round of Combat. Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.
Note: If it was an Enchanted Weapon or Enchanted Shield, the mundane effects of the Weapon or Shield can still be used.
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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
In each of the opponent’s Magic Phases, immediately after Excess Magic, the opponent must discard 1~Magic Dice.
A unit with one or more War Banners of Rym\^a gains +1~Cha. In addition, Rank-and-File model parts with Elf in the unit gain Devastating Charge (+1~Str).
The bearer’s unit gains First Strike (Aegis (5+)).