Magic item categories
Empire of Sonnstahl

Artefacts

Exemplar's Flame

The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).

Locket of Sunna

In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.

Mantle of Ullor

Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.

Winter Cloak

The bearer gains Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.

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

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.

Armour Enchantments

Imperial Seal

Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.

Blacksteel

Immune (Flaming Attacks, Lightning Attacks).
+1 Arm.
If the wearer is on foot, it gains an additional +1 Arm.

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).

Ghostly Guard

+2 Arm against non-Magical Attacks.

Shield Enchantments

Shield of Volund

Immune (Fury, Lethal Strike).

Witchfire Guard

Aegis (4+, against Magical Attacks).

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.

Sigil of Protection

+1 Arm.

Weapon Enchantments

Hammer of Witches

Att is set to 5. Fury (towards Channel (X)).

Death Warrant

+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.

The Light of Sonnstahl

AP 10. Wounds automatically.

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+.

Hero's Heart

+1 Att, and always at least Str 5 and AP 2.

Potions and Scrolls

Scroll of Conquest

Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.

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+).

Elixir of Negation

Aegis (3+, against Magical Attacks).

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.

Spell Scroll (Flaming Swords)

May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.

Leadership Skills

Battleline Hero

The range of the model’s Commanding Presence is increased to 18″.

Trusted Adviser

When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.

Arcane Volcanist

Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.

Curse Of Lycanthropy

One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.

Innovative Leader

An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.