1 - Scroll of Transmogrification
Arcane Item
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).
2 - Ring of Fortune
Enchanted Item
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate.
Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
3 - Gut Maw
Magic Armour
The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies.
The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.
4 - Obsidian Dread-Glaive
Magic Weapon
This cruel weapon has been used to sever heads and limbs in the hands of the Dark Gods' most dangerous champions.
Range : Combat
Strength : S+2
Armour Piercing : -1
Special Rules: Armour Bane (1), Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
5 - Wand of Jet
Arcane Item
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.
6- Banner of Balance
Magic Standard
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
7 - Flying Carpet
Enchanted Item
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.
8 - Flail of Skulls
Magic Weapon
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
Range : Combat
Strength : S+3
Armour Piercing : -1
Special Rules : Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn.
9 - Ironhide Talisman
Talisman
It is said that the one who bears this powerful heirloom can endure even the most telling blows.
Models whose troop type is infantry only. Any enemy model that makes a successful roll To Hit against the bearer of the Ironhide Talisman during the Shooting phase or Combat phase must re-roll any rolls To Wound of a natural 6.
Note that this magic item does not work against attacks that hit automatically.
10 - Von Trickschotte's Wondrous Arquebus
Magic Weapon
This huge weapon shoots large calibre rounds capable of shattering a Troll's skull with a single shot.
Range : 36"
Strength : 5
Armour Piercing : -2
Special Rules : Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Notes: Von Trickschotte's Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
11 - Luckstone*
Talisman
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.
12 - Mantle of the Damsel Elena
Talisman
Legend has it that Elena continued fighting the Goblin hordes even as the venom of a thousand spider bites coursed through her veins.
The bearer is immune to the Poisoned Attacks special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
13 - Duellist's Blades
Magic Weapon
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
Range : Combat
Strength : S
Armour Piercing : -1
Special Rules : Extra Attacks (+2), Magical Attacks, Requires Two Hands
14 - Crystal of Kunlan
Talisman
The crystals that grow in the peaks of Kunlan unleash sorcerous energy when struck.
The Crystal of Kunlan gives its bearer a 5+ Ward save against any wounds suffered. In addition, if a natural 6 is rolled when making the Ward save, every enemy model in base contact with the bearer suffers a Strength 3 hit with an AP of -. These attacks have the Flaming Attacks special rule.
15 - Sparkly Wizard Finda
Talisman
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp!
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
16 - Sword of Sorrow
Magic Weapon
Though it possesses no special properties when wielded in combat, it is said that a gesture with the Sword of Sorrow can pierce an enemy's heart from afar.
Range : 30"
Strength : 5
Armour Piercing : -1
Special Rules : Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Notes: The Sword of Sorrow is a missile weapon; it cannot be used in combat. No Ward or Regeneration saves are permitted against wounds caused by the Sword of Sorrow.
17 - Opal Amulet*
Talisman
Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken.
Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.
18 - Healing Potion*
Enchanted Item
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.
19 - Banner of Swirling Wind
Magic Standard
Gale-force winds surge around this standard so fiercely that arrows and shot are blown forcefully away from their target.
Any enemy model that shoots at a unit carrying the Banner of Swirling Wind suffers an additional -1 To Hit modifier.
20 - Spelleater Axe
Magic Weapon
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
Range : Combat
Strength : S
Armour Piercing : -1
Special Rules : Magical Attacks, Magic Resistance (-2)