Magic item categories
Elfes Sylvains

Magic Weapon

Giant Blade

Close combat attacks made with this sword are resolved at +3 Strength.

Sword of Bloodshed

The wielder has +3 Attacks.

Obsidian Blade

Armour saves cannot be taken against wounds caused by the Obsidian Blade.

Ogre Blade

Close combat attacks made with this sword are resolved at +2 Strength.

Sword of Strife

This wielder of the Sword of Strife has +2 Attacks.

Fencer's Blades

Paired weapons. The bearer has Weapon Skill 10.

Sword of Anti-Hereos

The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.

Spellthieving Sword

A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.

Sword of Swift Slaying

The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.

Sword of Battle

The wielder has +1 Attack.

Berserker Sword

The bearer has the Frenzy special rule and can never lose his Frenzy.

Sword of Might

Close combat attacks made with this sword are resolved at +1 Strength.

Gold Sigil Sword

Attacks from the Gold Sigil Sword are made at Initiative 10.

Sword of Striking

Attacks made with the Sword of Striking receive a +1 bonus to hit.

Biting Blade

Close combat attacks made by the Biting Blade are Armour Piercing.

Relic sword

Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.

Shrieking blade

The bearer causes Fear.

Tormentor sword

A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.

Warrior bane

A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).

The Spirit Sword

Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy character, champion or monster suffers one or more unsaved Wounds from the Spirit Sword, both he and the wielder must roll 2D6 and add their respective Leadership values.

If the wounded model’s total is higher, or the totals are the same, nothing else happens.

If the wounded model’s total is lower, it immediately suffers a Wound for each point by which its total was exceeded, with no armour saves allowed.

Daith’s Reaper

All failed To H it and To Wound rolls made with Daith’s Reaper must be re-rolled, as must all successful armour saves taken against Wounds caused by this weapon.

The Bow Of Loren

The Bow ofLoren is an Asrai longbow (see page 37) with the Multiple Shots (A+ 1) special rule, which means it fires a number of shots equal to 1 plus the wielder’s Attacks characteristic. It cannot fire enchanted arrows.

Magic Armour

Armour of Destiny

Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.

Trickster's Helm

The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.

Armour of Silvered Steel

The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.

Armour of Fortune

Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.

Helm of Discord

The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.

Glittering scales

Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.

Shield of Ptolos

Shield. The bearer has a 1+ armour save against shooting attacks.

Spellshield

Shield. The bearer gains Magic Resistance (1).

Gambler's armour

Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.

Dragonhelm

The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.

Enchanted shield

Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.

Charmed shield

Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.

The Helm Of The Hunt

The wearer ofthe Helm ofthe Hunt counts his armour save as being one point higher than normal. Furthermore, the Helm ofthe Hunt grants the bearer the Devastating Charge special rule and + 1 Weapon Skill on a turn in which he charges into combat.

Talisman

Talisman of Preservation

The Talisman of Preservation grants the bearer a 4+ ward save.

Obsidian Lodestone

The Obsidian Lodestone grants Magic Resistance (3).

Talisman of Endurance

The Talisman of Endurance grants the bearer a 5+ ward save.

Obsidian Amulet

The Obsidian Amulet grants the bearer Magic Resistance (2).

Dawnstone

The bearer re-rolls failed armour saves.

Opal amulet

One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.

Obsidian Trinket

The Obsidian Trinket grants Magic Resistance (1).

Talisman of Protection

The Talisman of Protection grants the bearer a 6+ ward save.

Seed of Rebirth

The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.

Dragonbane Gem

The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.

Pigeon plucker pendant

This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.

Luckstone

One use only. The Luckstone allows the bearer to re-roll a single failed armour save.

Arcane items

Book of Ashur

The bearer receives a +1 bonus on attempts to cast and dispel.

Feedback scroll

One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.

Scroll of Leeching

One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).

Sivejir's hex scroll

One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).

Power scroll

One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.

Wand of jet

One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).

Forbidden rod

One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).

Staff of sorcery

The bearer receives a +1 bonus on attempts to dispel.

Trickster's shard

One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.

Earthing rod

One use only. If the wizard rolls on the miscast table he can re-roll the result.

Dispell scroll

One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.

Power stone

One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).

Sceptre of stability

One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.

Channeling staff

The Wizard adds +1 to all of his channeling attempts.

Scroll of shielding

One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.

Calaingor's Stave

Enchanted Item

Wizarding hat

The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.

Fozzrik’s Folding Fortress

After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.

Arabyan carpet

Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.

Crown of command

The bearer of the Crown of Command has the Stubborn special rule.

Healing Potion

One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.

Featherfoe Torc

Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.

Ruby ring of Ruin

Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.

The Terrifying mask of EEE!

The wearer of this mask causes Terror. However, other models can never use his Leadership.

Potion of Strength

One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.

Potion of Toughness

One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.

The other trickster's shard

Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.

Ironcurse Icon

The character (and any unit he is with) gain a 6+ ward save against war machine weapons.

Potion of Foolhardiness

One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.

Potion of Speed

One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.

Acorns of The Ages

Moonstone of The Hidden Ways

Hail of Doom Arrow