Magic item categories
Undying Dynasties

Artefacts

Blessed Wrappings

The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).

Death Mask of Teput

Horror and Petrifying Gaze (See Sand Stalkers).

Sekhem Sceptre

The bearer gains Stubborn.

Crown of the Pharaohs

At the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn

Sacred Hourglass

The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll

Steeds of Nephet-Ra

Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).

Sandstorm Cloak

The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride

Book of the Dead

The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.

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).

Talisman of Shielding

Aegis (5+).

Magical Heirloom

The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.

Talisman of the Void

Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).

Mimic Cloak

Stand Behind

Obsidian Rock

Magic Resistance (2).

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).
Select spells for both Paths on the Army List as normal.
During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.

Shield Enchantments

Sun's Embrace

Distracting (1).

Wild Warding

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

Armour Enchantments

Jackal's Blessing

+2 HP and Fortitude (5+).

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.

Basalt Infusion

+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.

Warding of Unity

Attached and Resistance (Melee Attacks).

Ghostly Guard

+2 Arm against non-Magical Attacks.

Weapon Enchantments

Godslayer

+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*).
*Note that the latter also applies against models with Aegis Saves with Conditional Applications.

Scourge of Kings

Att is set to 6. While the wielder is a Duellist, it gains Zeal.

King Slayer

Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP

Touch of Greatness

+1 Str and +1 AP.

Vorpal Binding

Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.

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.

Potions and Scrolls

Scroll of Desiccation

During Pre-game Selections, 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 for all enemy units.

Binding Scroll

May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.

Potion of Swiftness

+3 Agi.

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).

Scroll of Power

May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.

Spell Scroll (inescapable Doom)

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.