Magic item categories
Sylvan Elves

Armour Enchantments

Shielding Bark

+1 HP, Aegis (5+), Fearless, Tree Singing, and Weakness (Flaming Attacks). Arm is set to 4 and can never be improved beyond this.

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.

Sigil of Protection

Artefacts

Hail Shot

One use only. May be activated in the Shooting Phase.
This is a Shooting Weapon with the following profile:
• Aim 2+, Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks. When fired from Short Range, it gains +1 AP.
Hail Shot cannot benefit from Forest’s Thorns.

Horn of the Wild Hunt

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Glyph of Amryl

The bearer gains +3 Def.

Mist Walker's Mirror

One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is unengaged, consists entirely of Height 1 models, and is fully inside a Forest that is not in contact with enemy models. Apply the following rules:
1. Remove the bearer’s unit from the Battlefield.
2. Immediately place it back using Ambush (centre of Forest).
If the unit cannot be placed, it is considered destroyed where it was removed.

Drums of Cenyrn

One use only. May be activated when the bearer's unit declares a Charge. The target of the Charge may only declare Hold as its Charge Reaction unless it is already Fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

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).

Rod of Battle

The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.

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.

Weapon Enchantments

Bough of Wyscan

Number of Shots is always set to 1, Str 3, AP 2, Area Attack (1×5), Direct Hit (2).

Hunter's Honour

+1 Str and +1 AP. If the wielder causes at least one unsaved wound with this weapon, the wielder and all Rank-and-File models in its unit gain Distracting (1) until the end of the Round of Combat.

Watcher’s Woe

Number of Shots is set to at least 3, Poison Attacks (Shooting).

Spirit of the Whirlwind

+1 Att, +1 Str, and +2 AP

Oaken Might

+3 Str

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+.

Supernatural Dexterity

+3 Def and +3 Off.

Eldritch Inscriptions

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

Potions and Scrolls

Sacred Seeds

One use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features until the end of the game, even if the bearer is removed as a casualty. The Forest must fit within a circle with a diameter of 6".

Song of Cenyrn

May be activated when the bearer’s unit declares a Charge. The target of the Charge may only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if it is subsequently Charged by other units.

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).

Potion of Healing

The bearer’s model Recovers 1 HP.

Spell Scroll (Awaken the Beast)

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.

Shield Enchantments

Wild Warding

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