Magic item categories
The Empire Of Man

Magic Weapons

Ogre Blade

A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.

R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)

Sword Of Battle

A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.

R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks

Duellist’s Blades

Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.

R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands

Dragon Slaying Sword

A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.

R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer

Headsman’s Axe

A wide bladed axe, steeped in the blood of its countless helpless victims.

R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands

Spelleater Axe

Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.

R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)

Giant Blade

A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.

R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)

Sword Of Swiftness

Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.

R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First

Berserker Blade

Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.

R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks

Sword Of Might

Bound around with powerful runes that increase its power and enhance the strength of its bearer.

R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks

Biting Blade

The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.

R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks

Sword Of Striking

Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.

R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.

Burning Blade

Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.

R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks

Runefang

At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders.

R S AP Special Rules
Runefang Combat S -2 Magical Attacks, Strike First

Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.

Mace Of Helsturm

This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle.

Mace Of Helsturm R S AP Special Rules
Single-handed Combat S - Magical Attacks
Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands

Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.

Sword Of Justice

The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.

R S AP Special Rules
Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)

Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.

Dragon Bow

A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire.

R S AP Special Rules
Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2)

Notes: Commanders of the Empire only.

Magic Armour

Armour Of Destiny

The potent Armour of Destiny protects its wearer from all but the most grievous of harm.

The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.

Bedazzling Helm

A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.

May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.

Armour Of Silvered Steel

Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.

The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.

Glittering Scales

Each and every scale of this armoured surcoat is crafted from shards of precious metal.

The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.

Shield Of The Warrior True

A heavy shield of oak and iron that turns aside all but the most deadly of missiles.

The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.

Spellshield

The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.

The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.

Armour Of Meteoric Iron

This heavy armour was forged of ore mined from a meteor that fell from the heavens.

The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.

Enchanted Shield

A finely crafted and sturdy shield that protects its bearer from harm time and time again.

The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.

Charmed Shield

A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.

The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.

Armour Of Fortune

Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly.

The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.

Armour Of Tarnus

This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.

The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.

Talismans

Dawnstone

The magic trapped within this semi-precious stone binds together shattered armour plates.

The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.

Talisman Of Protection

A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.

The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.

Paymaster’s Coin

This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.

Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.

Obsidian Lodestone

An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.

A model may purchase up to three Obsidian Lodestones.

A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).

Luckstone

Can luck be trapped within a dull stone pendant? Possibly.

Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.

The White Cloak

Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame.

The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Jade Amulet

Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar.

The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.

Enchanted Items

Wizarding Hat

This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.

The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.

However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Flying Carpet

Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.

Healing Potion

Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.

Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.

Ruby Ring Of Ruin

Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.

The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.

Potion Of Strength

A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).

Potion Of Toughness

Distilled by magical means, this potion is sure to make the drinker all but invulnerable.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).

Potion Of Speed

A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).

Potion Of Foolhardiness

A magical brew that fills the drinker with courage… it may actually just be strong liquor.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.

Laurels Of Victory

Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies.

When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.

The Silver Horn

The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed.

Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.

Shroud Of Iron

This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high.

The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.

Arcane Items

Feedback Scroll

When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.

Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.

Scroll Of Transmogrification

For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.

Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.

On a roll of 4+, the Wizard returns to normal (but retains a love of water).

Wand Of Jet

Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.

The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Lore Familiar

By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.

The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).

Power Scroll

Unfurling a scroll bearing runes of power can greatly increase the spell’s power.

Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Dispel Scroll

The Wizard reads aloud a charm of unbinding from an enchanted scroll.

Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.

Arcane Familiar

Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.

The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.

Earthing Rod

Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.

Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.

Book Of Ashur

Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is.

The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.

Wizard’s Familiar

Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Wizard’s Staff

Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers.

The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.