Categorías de Objetos Mágicos
Enjambre De Alimañas

Armour Enchantments

Death Cheater

The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.

Essence of Mithril

The wearer’s Armour is set to 5 and can never be improved beyond this.

Dusk Forged

The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.

Ghostly Guard

The wearer gains +2 Armour against non-Magical Attacks.

Basalt Infusion

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Alchemist's Alloy

The wearer gains +1 Armour and suffers −2 Offensive Skill.

Willow's Ward

While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Bendición del Ermitaño de Plaga

El portador obtiene +1 Punto de Vida y Fortaleza (5+). Las tiradas exitosas para impactar con Ataques Cuerpo a Cuerpo contra el portador deben repetirse.

Artefacts

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).

Book of Arcane Mastery

Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.

Crown of Autocracy

The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Obsidian Rock

The bearer gains Magic Resistance (2).

Rod of Battle

The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

Binding Scroll

One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.

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). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.

Lightning Vambraces

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Talisman of Shielding

The bearer gains Aegis (5+).

Ranger's Boots

The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.

Magical Heirloom

The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.

Sceptre of Power

One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).

Talisman of the Void

The bearer gains Channel (1).

Dragon Staff

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

Crystal Ball

The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.

Potion of Strength

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.

Dragonfire Gem

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Lucky Charm

One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Potion of Swiftness

One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.

Corona de la Arrogancia

Al inicio de cualquier Fase de Magia amiga, el portador puede elegir infligir 3 impactos contra su unidad que hieren automáticamente y no permiten salvaciones de ningún tipo. Si lo hace, el propietario obtiene 3 Tokens del Velo adicionales.

Orbe de Ateus

Una vez por Fase de Disparo, el portador puede descartar 1 Token del Velo de su reserva de Tokens del Velo y elegir una unidad amiga en un radio de 6". Las armas con Ensayo y Terror en la unidad obtienen +6" Alcance" y Ataques Mágicos, y el número de impactos debido a Percance (X) incrementa en 1. Los efectos duran hasta el final de la fase.

Mapa de las Profundidades

Al inicio de cualquier Fase de Disparo amiga, el portador puede detonar un único Marcador de Túnel en un radio de 24" de él. Si lo hace, todas las unidades en un radio de 6" del Marcador de Túnel sufren 2D6 impactos con Fuerza 4 y Penetración de Armadura 1. A continuación retira el Marcador de Túnel.

Lira de Tarina

Los Golpetazo realizados por unidades enemigas en un radio de 8" del portador sufren un modificador de -2 para herir.

Toga del Orador

El portador obtiene En Retaguardia y no puede declarar Duelos.

Hábito del Apóstata

La miniatura obtiene Triunvirato Sagrado, y a efectos de esta regla, debe elegir Panteón Caelisio o Culto de Errahmán al inicio del paso 7 de la Secuencia Previa a la Partida (Selección de Hechizos).

Tome of the Ratking

The bearer can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8). The number of hits may be rerolled against targets that are touching a Water Terrain Feature.

Darkstone Detonator

At the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.

Weapon Enchantments

King Slayer

The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.

Shield Breaker

Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.

Supernatural Dexterity

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

Touch of Greatness

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Cleansing Light

At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.

Eldritch Inscriptions

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

Secretos de la Hoja de la Perdición

Mientras use esta arma, el portador obtiene +1 Valor de Ataques. Los ataques realizados con esta arma obtienen Heridas Múltiples (1D6), y son Ataques Divinos y su Fuerza se establece siempre en 10 y su Penetración de Armadura se establece siempre en 3. Al final de cada Fase de Movimiento amiga, si el portador no está Trabado, sufre un impacto con Ataques Tóxicos. El portador no puede elegir ningún otro Objeto Especial

Maestro del Enjambre

Mientras use esta arma, el portador obtiene Ataques Pulverizadores (X), donde X es el número de Filas Completas en la unidad del portador , hasta un máximo de 10. Estos Ataques Pulverizadores se resuelven con Fuerza 3 y Penetración de Armadura 1.

Balas de Ratonio

El Alcance del arma se establece en 18". El arma obtiene +2 Disparos , +1 PA y Preciso.

Storm Rocket

Aim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.