Magic item categories
The Vanhu Kingdom

Weapon Enchantments

Titanic Might

Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.

Blessed Inscriptions

Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

King Slayer

The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.

Supernatural Dexterity

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

Touch of Greatness

Attacks made with this enchanted 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 enchanted weapon become Flaming Attacks and Magical Attacks.

Spear of Evisceration

The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks.
Some rare spears display multiple, deadly blades.

Armour Enchantments

Death Cheater

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

Destiny's Call

The wearer gains Aegis (4+) and 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 it does, it automatically fails all Special Saves.

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.

Rhino Hide

All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up.
The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.

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

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

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.

Potion of Strength

One use only. May be activated at the start of any phase or 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.

Secrets of Mamlambo

The bearer is immune to the special effects of Poison Attacks.
Small snakes reveal the secrets of great serpents.

Tales of the Vile Poacher

Bound Spell (5/8) Savage Fury – Shamanism
Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.

Feathers Helmet

Were-men only. All Beasts models within 6” may borrow the bearer’s Dis.
Animals know who the alpha leader is.

Statue of the Night Predator

Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard.
The panther’s footprints tell his tactics.

Fang Necklace

Lone Hunters only. The bearer gains +1 Dis.
Lone Hunters legends inspire those who hear them

Tribal Masks

Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell.
Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits

Weather Dance Headdress

Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat.
- Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy.
- Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6).
- Moon Dance: Models with Channel get Channel (+1).
- Rain Dance: All Shooting Weapons add +1 to their Aim.
- Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit.
Some elaborate dances seem to give literally control over the weather.