Eldritch Inscriptions
First Strike (Hatred, Zeal).
First Strike (Hatred, Zeal).
+6~AP.
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.
Attack Value is set to~6, Poison Attacks.
Shots~4. All Magnetic Short Bows in the wielder’s unit have their Strength set to~4.
The wielder benefits from an increase to: Str, AP and Att by 1 for every spell with Duration: One Turn currently affecting the wielder’s model and/or enemy units in contact with the wielder. Note: The number of spells is determined at the start of the wielder’s Agility Step.
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: 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: 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: One Phase. May be activated when a friendly unit fails a Break Test (after any rerolls): enemy units within~18 of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.
One use only. Duration: End of Turn. May be activated at the start of any Charge Phase. Select a single friendly unit containing models with Height~4-5 within~18: all model parts with Height~4-5 in the selected unit lose Stomp Attack)} and gains Impact Hits) (X)}, where~X is equal to the amount of hits from its Stomp Attack)} (if a model part already had Impact Hits)}, increase the number of hits by its amount of Stomp Attack)} instead).
+2~Arm against non-Magical Attacks.
+1~Arm, and Regeneration (4+).
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.
+1~HP, Regeneration (4+).
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.
Magic Resistance (2).
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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, it may reroll all Magic Dice for this Casting Roll, provided no other friendly Wizard has made a Casting Roll during this phase.
Immune (Flaming Attacks), Hard Target (1).
Channel (1), Regeneration (5+).
(see Howdah Devices).
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.
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
The bearer’s unit gains Beacon of Courage) (12)}.
The bearer’s unit gains .