Magic item categories
Undying Dynasties

Artefacts

Blessed Wrappings

The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).

Death Mask of Teput

Enemy units in base contact with the bearer suffer -2 Offensive Skill.

Ankh of Naptesh

The bearer gains Hierophant and can never lose it. R&F models in the bearer's unit gain Fortitude (6+).

Sekhem Sceptre

The bearer gains Autonomous and Stubborn.

Crown of the Pharaohs

The bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.

Sacred Hourglass

The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).

Scroll of Desiccation

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units. The effects last until the end of the game, even if the bearer is removed as a casualty.

Steeds of Nephet-Ra

Models with at least one Skeletal Horse model part in the bearer's unit gain Ghost Step and +4" March Rate.

Sandstorm Cloak

The bearer gains Fly (5", 15"), Light Troops, and Swiftstride, and can perform a Sweeping Attack that causes 2D6 hits with Strength 2 and Armour Penetration 1.

Book of the Dead

The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.

Corona del re mago

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.

Corona dell'autarchia

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″.

Pietra d'ossidiana

The bearer gains Magic Resistance (2).

Scettro da battaglia

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.

Pergamena vincolante

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.

Essenza di una mente libera

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.

Vambraci del lampo

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

Talismano di protezione

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″.

Cimelio magico

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.

Scettro del potere

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).

Talismano del vuoto

The bearer gains Channel (1).

Bastone del drago

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

Sfera di cristallo

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.

Gemma draconica

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

Monile portafortuna

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

Pozione della rapidit

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.

Armour Enchantments

Sun's Embrace

The bearer gains Distracting while using this Shield.

Jackal's Blessing

The wearer gains +2 Health Points and Fortitude (5+).

Mortifrago

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.

Vespertino (Scudo)

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.

Infusione di basalto

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

Lega dell'alchimista

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.

Weapon Enchantments

Godslayer

The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Divine Attacks and Magical Attacks, and gain Multiple Wounds (2, against Aegis) (note that the latter also applies against models with Aegis Saves with Conditional Application).

Scourge of Kings

While using this weapon, the wielder's Attack Value is set to 6. Attacks made with this weapon become Magical Attacks and, when fighting a Duel must reroll failed to-wound rolls.

Sterminatrice di re

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.

Frantuma scudi

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.

Destrezza ultraterrena

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

Tocco di grandigia

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).

Luce purificante

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

Eldritch Inscriptions

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