Magic item categories
Zwergenfesten

Battle Rune

Rune of Swift Striking

The target gains +3 Initiative

Rune of Resolve

The target friendly unit may perform a 6" Magical Move.

Rune of Reckoning

The target friendly unit may reroll failed to-hit rolls in Close Combat.

Rune of Oaths

The target gains Stubborn and Immune to Psychology.

Rune of Gleaming

The target gains Hard Target and Distracting.

Rune of Resilience

All to-wound rolls against the target receive a -1 modifier (multiple instances cast on the same unit do not stack).

Weapon Rune

Rune of Penetrating

Attacks made with a weapon engraved with this Rune gain Armour Piercing (6).

Rune of Destruction

Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).

Rune of Smashing

Models on foot only. Attacks made with a Weapon engraved with this Rune gain Strength 10 when attacking targets with a Toughness of 5 or greater.

Rune of Craftsmanship

A weapon engraved with this Rune becomes a magical Great Weapon.

Rune of Might

Attacks made with a weapon engraved with this Rune gain +1 Strength for each Rune of Might.

Rune of Precision

The wielder of a weapon engraved with this Rune gain Lightning Reflexes.

Rune of Quickening

For each Rune of Quickening engraved on a weapon, the bearer strikes at +2 Initiative when using this weapon.

Rune of Fury

For each Rune of Fury engraved on a weapon, the bearer gains +1 Attack when wielding this weapon.

Rune of Fire

Attacks made with a weapon engraved with this Rune gain Flaming Attacks.

Armour Rune

Rune of Resistance

Successful to-wound rolls against the wearer of an armour engraved with this Rune must be rerolled.

Rune of Mountains

The wearer gains +1 Toughness, up to a maximum of Toughness 6.

Rune of Steel

An armour engraved with this Rune allows the wearer to reroll failed Armour Saves.

Rune of Bronze

The wearer gains +1 Wound.

Rune of Aegis

The wearer gains Magic Resistance (1) or increases this effect by +1 per Rune, up to Magic Resistance (4). This does not increase the Magic Resistance inherited from another model in the unit.

Rune of Iron

The wearer gains Innate Defence (6+). One additional rune may be used to increase this effect to (5+).

Rune of Crushing

The wearer gains Impact Hits (+1).

Talismanic Rune

Rune of Retribution

One Use Only. May be activated at the beginning of any Movement Phase. Friendly units within 6" gain Devastating Charge for the duration of the Player Turn.

Rune of Dragon’s Breath

The bearer gains Breath Weapon (Strength 4, Flaming Attacks, Magical Attacks).

Rune of Courage

One use only. May be activated at the start of any Round of Combat. For the duration of the phase, the wearer gains Stubborn.

Rune of Infamy

The bearer gains Fear.

Aether Loathestone

One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing this rune, friendly models cannot cast Bound Spells nor can any friendly models carry Arcane Runes.

Rune of Shielding

A talisman engraved with a Rune of Shielding grants the bearer a Ward Save (6+) or increases the Ward Save on this model by +1 per rune. This Rune stacks only​ with itself and/or Shield Wall, up to a maximum of 4+ (this does not affect the interaction with Magic Resistance).

Rune of Kinship

The bearer gains Scout and Ambush but may not be mounted on a War Throne.

Rune of the Forge

The bearer gains Fireborn.

Arcane Rune

Rune of Denial

One use only. The bearer may choose to use this rune instead of making a Dispel Attempt. The spell is automatically dispelled.

Rune of Mastery

Rune of Harnessing

The Dwarven Hold player gains a +1 modifier to Channel rolls and the opponent suffer a -1 modifier to Channel rolls.

Rune of Grounding

At the end of a friendly Magic Phase, the bearer may save one unused Magic Dice and add it to the pool of Magic Dice in the next Magic Phase (immediately after rolling Magic Flux).

Rune of Brilliance

The bearer gains a +1 modifier to all dispel rolls and all casting rolls when casting Bound Spells (this overrides the normal restriction of not adding casting modifiers to Bound Spells).

Rune of Devouring

One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is cast as normal but is afterward lost and cannot be cast again for the rest of the game. This rune cannot be combined with the Rune of Denial on the same item.

Standard Rune

Runic Standard of Dismay

Units charging the bearer’s unit suffer a -D6" modifier to their Charge Range. Roll for each unit that charges the bearer's unit, before moving any unit. This can cause a failed charge. This has no effect on Pursuit or Overrun Moves.

Runic Standard of Shielding

All friendly units within 6" of the bearer gain a Ward Save (5+) against Shooting Attacks.

Runic Standard of Swiftness

The bearer’s unit gains Vanguard.

Anvil Rune

Rune of Storms

The target instantly suffers D6 Strength 6 hits with Lightning Attacks. The target cannot use Flying movement for the duration of the spell.

Rune of Shattering

The target instantly suffers 2D6 Strength 4 hits. Units who suffer at least one wound from this Runic Bound Spell suffer a -1 to-hit modifier in Close Combat and treat all terrain (includingOpen Terrain) as Dangerous Terrain (1).

Rune of Cleansing

Choose one spell with Duration: Lasts One Turn or Remains In Play affecting the target. The spell immediately comes to an end.