Magic item categories
Undying Dynasties

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Death Mask of Teput

Aegis (5+), Horror.

Blessed Wrappings

The wearer gains +1~HP and loses one instance of Weakness (Flaming Attacks).

Kherp Sceptre

The wielder gains Hierophant. In addition, the wielder can cast Danse Macabre{Evocation} as a Bound Spell (3).

Sacred Hourglass

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll.

Crown of the Pharaohs

At the start of every friendly Player Turn, the wearer may lose . If so, choose a friendly unit within~12: this unit gains , with Duration: One Turn.

Book of the Dead

The bearer can cast a unique Bound Spell: Unfinished Duty: Casting Value~(4+), 12, Aura, Augment. Duration: Instant.
Choose one of the following effects for each target:
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The Rank-and-File part of the target Raises a number of HP equal to its Resurrected value.
One model in the target Recovers a number of HP equal to its Resurrected value.
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Obsidian Rock

Magic Resistance (2).

Crown of the Wizard King

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).

Mimic Cloak

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.

Magical Heirloom

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).

Talisman of Shielding

Aegis (5+).

Talisman of the Void

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).

armour

Jackal’s Blessing

+2~HP, Regeneration (5+).

Sandstorm Cloak

The wearer’s Mobility is set to~8, and gains Autonomous, Fly, Sweeping Attack) (#1D6 (2), Str~2, AP~1)}.

Ghostly Guard

+2~Arm against non-Magical Attacks.

Warding of Unity

Attached, which cannot be lost, and Resistance (Melee Attacks).

Destiny’s Call

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.

Basalt Infusion

+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.

potionAndScroll

Scroll of Desiccation

One use only. Duration: Permanent. During Pre-game~Selections, choose a Field, Forest, Water Terrain, that has not been placed during Pre-game selections: it ceases to be the Terrain Feature it used to be and loses its Terrain Rules. It becomes a Desert Terrain Feature with Dangerous Terrain (6+) for all enemy units.

Scroll of Draining

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.

Scroll of Power

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.

Spell Scroll#1{}{~(#1)}

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.

Scroll of a Free Mind

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).

Potion of Swiftness

One use only. Duration: Round of Combat. +3~Agi.

Dragon’s Brew

One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).

Potion of Power Preservation

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.

Binding Scroll

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

weapon

Godslayer

+1~Att, Divine Attacks, Multiple Wounds (2, against Aegis (X+)).
Note that the latter also applies towards models with Aegis Saves with conditional applications.

Scourge of Kings

Attack Value is set to~6, Zeal (against Characters).

Hero’s Heart

+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.

King Slayer

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.

Touch of Greatness

+1~Str, +1~AP.

Vorpal Binding

Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.

Giant Slayer

Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.

banner

Banner of the Entombed

undergroundambushThe bearer counts towards Entombed.
If taken by a Character, the bearer gains .
If taken by a Rank-and-File model, the bearer’s unit gains , and additional models cannot be added to the unit during Army List creation.

Sigil of the Closed Gates

The bearer’s unit gains +1~Mob and Ghost Step.

Envoy’s Banner

All models in the bearer’s unit gain Autonomous. In addition: One use only. Duration: One Turn. During a friendly Movement Phase, the bearer’s unit’s Mob is set to~8.

Distortion Emblem

One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).

Banner of Speed

A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.

Aether Icon

The bearer’s unit gains Magic Resistance (1).

Stalker’s Standard

The bearer’s unit gains Stri\-der.

Flaming Standard

One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks

Sheltering Standard

Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.

shield

Sun’s Embrace

Dis\-trac\-ting (1).

Wild Warding

+3~Arm. The models Armour value can never be improved beyond~5.