Categorías de Objetos Mágicos
Makhar

Armour 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.

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).

Mammoth-Hide Cloak

The wearer gains +1 Armour. Attacks against the wearer can never have a Strength above 5.

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).

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

Turul Radiant Headdress

The bearer gains Distracting and Terror.

Endless Plain

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), place a single Field Terrain Feature that must be no larger than 10" in length and 6" in width completely outside the opponent's Deployment Zone.

Spirit of the Herd

Model parts without Harnessed in the bearer's unit gain Devastating Charge (Lightning Reflexes).

Potions and Scrolls

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+).

Weapon Enchantments

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+.

Hawthorne Curse

Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks. The weapon can be used as a Shooting Weapon (3+) with the following profile: Range 18", Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, [[b]Multiple Wounds (D3)[/b]]. This Shooting Attack never suffers negative to-hit modifiers.

Wildfire Burst

This weapon has Shots 4, Str 4, AP 1 and always hits on 3+. Attacks made with this weapon gain Flaming Attacks and Magical Attacks. A unit that is hit by these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.

Shield Enchantments

Wild Warding

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