Catégories d'objects magiques
Royaumes Elfes Sylvains

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

Lance du Crépuscule

Lorsque cette arme atteint son but, la férocité de son porteur chemine le long de sa hampe avant d'atteindre la cible avec fracas.

P F PA Règles Spéciales
Lance du Crépuscule Combat F -2 Coup Fatal, Attaques Magiques

Notes: Quand le porteur de la Lance du Crépuscule fait un jet de Blessure, un jet de 3+ réussit toujours, quelle que soit l'Endurance de la cible.

Lames de Loec

Il s'agit d'une paire d'épées gravées de motifs délicats et entrelacés qui semblent s'animer lorsque les rayons du soleil les touchent, ce qui désoriente et encourage les adversaires du porteur.

P F PA Règles Spéciales
Lames de Loec Combat F Attaques Supplémentaires (+D3), Attaques Magiques, Armes à Deux Mains

Notes: Le porteur des Lames de Loec peut relancer tout jet de Blessure raté.

Arc de Loren

Avec pour corde un unique cheveu d'Ariel, Reine de Loren, cet arc fait de son porteur le champion de la Reine des Fées, et il abat les ennemis de cette dernière avec une précision surnaturelle.

P F PA Règles Spéciales
Arc de Loren 32" F Arme Perforante (1), Attaques Magiques

Notes: L'Arc de Loren compte comme un arc long Asrai. Le porteur de l'Arc de Loren peut effectuer autant d'attaques de tir que sa caractéristique d'Attaques, au lieu de 1 habituellement. Cette figurine ne subit aucun modificateur dû aux tirs multiples.

Fléau d'Asyendi

Un esprit malicieux habite dans le bois de cet arc léger et élégant, toujours prompt à punir son porteur s'il vient à rater sa cible.

P F PA Règles Spéciales
Fléau d'Asyendi 32" F Arme Perforante (1), Attaques Magiques, Tir Rapide

Notes : Le Fléau d'Asyendi compte comme un arc long Asrai. Le porteur du Fléau d'Asyendi peut relancer un seul jet de Touche raté effectué pendant la phase de Tir. Cependant, si le jet relancé ne parvient pas à toucher, le porteur subit une touche de Force 3 avec une PA de -.

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.

Coiffe de la Chasse

Ce casque enchanté transmet à son porteur une part de la fureur d'Orion.

Peut être porté avec d'autres armures. Le porteur de la Buffle de la Chasse améliore de 1 sa valeur d'armure (jusqu'à un maximum de 2+). De plus, le porteur a un modificateur de +1 à ses caractéristiques de Capacité de Combat et d'Attaque lors d'un tour où il charge.

Cape de Railarian

Tissée par les plus anciennes Branches, cette cape n'est accordée qu'à l'élite d'Athel Loren.

La Cape de Railarian est une armure légère. De plus, lorsque son porteur est à 6" d'un élément de terrain de bois, il a une Sauvegarde Invulnérable de 4+ contre toute blessure subie.

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.

Gemme de Merciw

L'excentrique Merciw tenait les concepts d'honneur personnel et d'équité en haute estime.

La caractéristique de Force du porteur de la Gemme de Merciw ne peut être modifiée par aucune arme. Cependant, la caractéristique de Force de toute figurine qui dirige ses attaques contre le porteur à la phase de Combat ne peut pas être modifiée par aucune arme non plus.

Écheveau Féérique

Les ennemis qui posent les yeux sur cette broche sont aussitôt captivés par ses couleurs et ses motifs hypnotiques.

Les figurines ennemies doivent effectuer un test de Commandement avant de faire le moindre jet de Touche contre le porteur de l'Écheveau Féérique à la phase de Combat. Si ce test échoue, seuls les jets de 6 naturels touchent.

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.

Pierre Spectrale

Ce cristal émat les cris d'agonie de ceux qui ont trouvé la mort dans l'enceinte d'Athel Loren.

À moins que le porteur de la Pierre Spectrale ne soit en fuite, les unités ennemies subissent un modificateur de -1 à leur caractéristique de Commandement (jusqu'à un minimum de 2) tant qu'elles sont à 6" du porteur.

Grêle de Mort

Lorsqu'une Flèche Grêle de Mort est tirée, elle se divise en dizaines d'éclats acérés et mortels.

Usage unique. Figurines avec arc long Asrai uniquement. Une Grêle de Mort peut être tirée normalement avec l'arc long Asrai du porteur. Si le jet de Touche est réussi, placez un petit gabarit d'explosion (3") de sorte que le trou central soit directement sur le centre de l'unité cible. Toute figurine dont le socle se trouve sous le gabarit s'expose à une touche de Force 4 avec une PA de -1 et la règle spéciale Attaques Magiques.

Flèche Hurlante

Ces flèches hurlent en faisant mouche, glacant l'âme des guerriers.

Usage unique. Figurines avec arc long Asrai uniquement. Une Flèche Hurlante peut être tirée normalement avec l'arc long Asrai du porteur. Toute unité qui subit une blessure non sauvegardée de ce tir doit faire un test de Panique comme si elle avait subi de lourdes pertes.

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.

Spère des Bois Profonds

Ce globe épineux de bois murmure aux arbres des paroles pleines de ressentiment et de vengeance, les exhortant à abattre ceux qui osent pénétrer sous leurs frondaisons.

À moins que le porteur de la Sphère des Bois Profonds soit en fuite ou engagé en combat, il peut l'utiliser quand un Sorcier ennemi qui est à 6" d'un élément de terrain de bois lance un sort avec succès. S'il le fait, aucune tentative de dissipation ne peut être effectuée et le sort est lancé normalement. Une fois le sort résolu, le Sorcier ennemi subit aussitôt D3 touches de Force 4, chacune avec une PA de -1.

Bâton de Chêne

Ce sceptre noueux éveille la puissance d'Athel Loren et la dirige contre les ennemis qui souhaitent utiliser leur magie contre la forêt.

Tant qu'il est à 3" d'un élément de terrain de bois, le porteur du Bâton de Chêne augmente sa portée de Dissipation de 3". De plus, tant qu'il est à 3" d'un élément de terrain de bois, le porteur peut jeter un dé supplémentaire quand il effectue le jet de Dissipation et défausser le plus bas résultat.

Baguette d'Orme Blanc

Façonnée à partir d'un Orme Blanc intrinsèquement magique, cette humble baguette permet à son porteur de plier aisément les Vents de Magie à sa volonté.

Une fois par tour, s'il est à 3" d'un élément de terrain de bois, le porteur de la Baguette d'Orme Blanc peut relancer un jet de Lancement raté.