Magic item categories
Uralte Echsen

Howdah Devices

Carved Wisdom

Select one of the following spells as a Bound Spell, and note which on the Army List.
• Molten Copper (Alchemy) as Bound Spell (3+)
• Fate’s Judgement (Divination) as Bound Spell (3+)
• Touch of the Reaper (Evocation) as Bound Spell (3+)
• Swarm of Insects (Shamanism) as Bound Spell (5+)

Magnetic Great Bow (3+)

Name Aim Range Shots Str AP Attack Attributes
Magnetic Great Bow 4+ 18″ 3 6 3 Accurate, Lodestone, March and Shoot, Quick to Fire

Lodestone Shield

Friendly units within 8″ of the model gain Aegis (5+, against Ranged Attacks).

Venomous Fortress

The model’s base size is changed to 60×100 mm and it gains 6 additional Skink Riders. If applicable, Exclusive (Tegu Warriors, Tegu Guard) is replaced with Exclusive (Skink Warriors, Skink Hunters). Model parts with Skink and without Mount in the bearer’s unit gain First Strike (Hatred) and Poison Attacks.

Monolith of Vitalism

The model becomes the Battle Standard Bearer.

Suncatcher Crystal

The model gains an additional model part:
Offensive Att Off Str AP Agi Weapons, Attack Attributes and Properties
Suncatcher Crystal 2 3 6 3 2 Flaming Attacks, Construct

Weapon Enchantments

Serpent's Nest Charm

Att is set to 6. Poison Attacks.

Glory of the Dawn Age

+1 Str and Lethal Strike. Natural to-wound rolls of ‘6’ gain Multiple Wounds (2).

Alchemical Arrows

Number of Shots is set to 4, and Str is set to 4. If the weapon inflicts one or more hits, all Shooting Attacks with Magnetic Short Bows that are simultaneously made by the bearer’s unit have their Str set to 4.

King Slayer

Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP

Touch of Greatness

+1 Str and +1 AP.

Vorpal Binding

Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.

Giant Slayer

Crush Attack. This Crush Attack always hits on 4+.

Shield Breaker

+6 AP.

Eldritch Inscriptions

Failed to-wound rolls from attacks made with this weapon must be rerolled.

Armour Enchantments

Vital Essence

+1 HP and Fortitude (4+).

Imbued Jade

Cantrips (Preservation & Projection) and Channel (+1).
This means that both rules for Cantrips are activated when a Magic Dice is discarded. See Tegu Mystics for rules.

Destiny's Call

Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.

Basalt Infusion

+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.

Warding of Unity

Attached and Resistance (Melee Attacks).

Death Cheater

+1 Arm and Fortitude (4+).

Ghostly Guard

+2 Arm against non-Magical Attacks.

Artefacts

Ancient Plaque

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell, if no other friendly Wizard has made a Casting Roll this Phase, the bearer may reroll all Magic Dice for this Casting Roll.

Carved Tablet

When Building your Army, the model must choose one of the spells from Carved Wisdom (see Howdah Devices). The model can cast the chosen spell as a Bound Spell. See Carved Wisdom for Casting Values.

Starfall Lodestone

The bearer’s model gains Hard Target (1) and Immune (Flaming Attacks).

Crown of the Wizard King

During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).

Talisman of Shielding

Aegis (5+).

Magical Heirloom

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.

Talisman of the Void

Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).

Mimic Cloak

Stand Behind

Obsidian Rock

Magic Resistance (2).

Essence of a Free Mind

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Mask of Mindless Violence

Frenzy and Rage.

Potions and Scrolls

Te Aupouri Smokestone

May be activated when a friendly unit fails a Break Test (after any rerolls). Until the end of the phase, enemy units within 18″ of the bearer have their Charge Range, Pursuit Distance, and Overrun Distance rolls Minimised.

Stampede Resonator Crystal

May be activated at the start of any Charge Phase.
Choose one friendly unit containing models with Height 4 or 5 within 18″. The chosen unit loses Stomp Attack and gains Impact Hits (X hits), where “X” is equal to its amount of hits from its Stomp Attack. If a model already had Impact Hits, increase the number of hits by its amount of Stomp Attack instead.

Binding Scroll

May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.

Potion of Swiftness

+3 Agi.

Dragon’s Brew

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Troll Tonic

Fortitude (5+).

Scroll of Power

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Shield Enchantments

Wild Warding

+3 Arm. The Armour Value can never be improved beyond 5.

Dusk Forged

The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.