Magic item categories
Nippon

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.

Infusione di basalto

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Warding of Unity

Attached and Resistance (Melee Attacks).

Nobunaga′s Honour

The wearer gains +1 Armour. In addition, the wearer can always make an Armour Save against enemy attacks; the Armour Save succeeds at least on a roll of 5+ (independent of the Armour Penetration of the Attack).

The River′s Blessing

The bearer gains +2 Defensive Skill.

Symbol of Imperial Rule

The wearer gains +1 Armour. Melee Attacks against the bearer suffer a -1 to-wound modifier.

Artefacts

Corona del re mago

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).

Talismano di protezione

The bearer gains Aegis (5+).

Cimelio magico

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.

Talismano del vuoto

The bearer gains Channel (1).

Monile portafortuna

One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

Mempo of Blood

The bearer′s unit is immune to the effects of Fear and automatically passes Panic Tests caused by Terror.

General′s Kabuto

One use only. Must be activated when the bearer′s model suffers its first wound in the game after Armour Saves. The bearer's model gains Aegis (2+) against this wound.

Dragon Pearl

The bearer gains Weapon Master. At the beginning of each Movement Phase, choose an enemy model in base contact with the bearer′s unit carrying a Special Item other than an enchanted Suit of Armour or a Banner enchantment. The Dragon Pearl becomes a copy of the chosen Item until the end of the turn. If an enchanted Weapon or Shield is copied, the effects of the mundane equipment are also retained by the copy.

Candle of the Void

One use only. This item can be used at the beginning of any phase and lasts until the end of the Player Turn. The bearer′s unit gains +4" March Rate, Swiftstride, Ghost Step and Strider. No models can join or leave the unit until the effect ends.

Mempo of Honour

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. All enemy model parts suffer -1 Attack Value while fighting in a Duel with the bearer.

Rod of the Horizons

Directly after choosing Spells, the bearer selects one of their own Spells. All Casting Attempts of this Spell with 2 or more Dice performed by the bearer are subject to Maximised Role.

Prayer Beads of the Inner Fire

All models in the bearer′s unit gain Ritual Meditation.

Potions and Scrolls

Pergamena vincolante

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.

Pozione della rapidit

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.

Dragon’s Brew

Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).

Troll Tonic

Fortitude (5+).

Weapon Enchantments

Sterminatrice di re

The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, 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.

Tocco di grandigia

Attacks made with this 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).

Luce purificante

At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.

Giant Slayer

Crush Attack. This Crush Attack always hits on 4+.

Black Demon Essence

Attacks made with this weapon always wound at least on a natural to-wound roll of ‵3', ‵4', ‵5' and ‵6'. Additionally, the bearer gains Fear.

Curse of the Wind God

The wielder always shoots before all other models in their unit. If there is at least one successful to-hit roll of attacks with this weapon, choose one of the following Attack Attributes (Shooting), which apply to all other friendly models making Shooting Attacks with a Longbow against the same target in this phase: • Natural to-hit rolls of '1' must be rerolled. • The Armour Penetration of the attack is set to 1.

Dragon Claw

Attacks made with this weapon gain +1 Strength, +2 Armour Penetration and Lightning Reflexes.

Dance of the Cherry Blossoms

Attacks made with this weapon gain +1 Armour Penetration. The bearer gains Kenjutsu (2). Additionally, the bearer gains Kenjutsu (1) while fighting in a Duel.

Shield Enchantments

Wild Warding

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