Magic item categories
Orchi E Goblin

Artefacts

Monster Munch

The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6+).

Pan of Protection Pinchin'

When successfully wounded, the bearer may choose to use the attacker’s Arm and/or its Special Save:
• Use the Arm that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Arm (including any modifiers), if available.
• Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available.

Skull Fetish

During the Siphon the Veil of your Magic Phase, the bearer may gain Channel (D3) with Duration: One Turn. If a ‘3’ is rolled for this, the bearer loses 1 HP, and this Magic Item stops working, Duration: Permanent.

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).

Talismano di protezione

The bearer gains Aegis (5+).

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.

Talismano del vuoto

The bearer gains Channel (1).

Monile portafortuna

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

Mask of Mindless Violence

Frenzy and Rage.

Armour Enchantments

Tazrek's Guard

+1 HP and Res is set to 6.

Troll Hide

Fortitude (4+). Mob is set to 6″. The model’s base is changed to 40×40 mm and its Height is set to 3. The model fails all its Armour Save rolls and cannot take Weapon Enchantments.

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.

Infusione di basalto

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

Warding of Unity

Attached and Resistance (Melee Attacks).

Mortifrago

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

Potions and Scrolls

Moon Shrooms

Cannot be activated at the same turn as the War Cry!
The bearer’s unit acts as if the General had used the War Cry! this turn.

Gnasher Bait

Friendly Gnashers units within 18″ gain Frenzy and Fury, and their Charge Range rolls are Maximised.

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.

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.

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.

Weapon Enchantments

Attack Gnasher

The wielder must perform 3 additional Standard Melee Attacks, that have their Str always set to 5 and AP always set to 2.

Omen of the Apocalypse

+X Att, +X Str, and +X AP. “X” is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of 3.

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.

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.

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.

Eldritch Inscriptions

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

Shield Enchantments

Wild Warding

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