Magic item categories
Elfi Silvani

Weapon Enchantments

Forza titanica

Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.

Iscrizioni benedette

Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

Sterminatrice di re

The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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.

Frantuma scudi

Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.

Hero's Heart

The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.

Destrezza ultraterrena

The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.

Tocco di grandigia

Attacks made with this enchanted 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 enchanted weapon become Flaming Attacks and Magical Attacks.

Ramo di Wyscan

Attacks made with this Sylvan Longbow gain +1 to wound when shooting from Short Range, and become Magical Attacks.

Lanugine del seme di vita

Attacks made with this weapon become Magical Attacks. Instead of firing this Sylvan Longbow using the standard rules for Sylvan Longbows and Longbows, the wielder may apply the following rules: Range 30″, Shots always 1, Strength and Armour Penetration vary depending on the wielder’s distance to the target:
• Str 4, AP 1 if within 10″
• Str 5, AP 2 if more than 10″ and within 20″
• Str 6, AP 3 if more than 20″ and within 30″, and the attack gains Multiple Wounds (2)

Onore del cacciatore

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
If the wielder causes at least one unsaved wound with this weapon, the wielder and all R&F models in the wielder’s unit gain Distracting until the end of the Melee Phase.

Spirito del vortice

The wielder gains +1 Attack Value, and attacks made with this weapon gain +1 Strength, Lethal Strike, and become Magical Attacks.

Armour Enchantments

Mortifrago

The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.

Essence of Mithril

The wearer’s Armour is set to 5 and can never be improved beyond this.

Vespertino (Scudo)

The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.

Ghostly Guard

The wearer gains +2 Armour against non-Magical Attacks.

Infusione di basalto

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

Lega dell'alchimista

The wearer gains +1 Armour and suffers −2 Offensive Skill.

Willow's Ward

While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.

Corteccia protettiva

The wearer gains +1 Armour, Aegis (5+), Fearless, Flammable, and Magical Attacks.

Maledizione del cervo nero

.The wearer gains and Devastating Charge (+1 Str, +1 Att, +1Def).

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).

Book of Arcane Mastery

The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Corona dell'autarchia

The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.

Pietra d'ossidiana

The bearer gains Magic Resistance (2).

Scettro da battaglia

The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.

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.

Essenza di una mente libera

The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.

Vambraci del lampo

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Talismano di protezione

The bearer gains Aegis (5+).

Ranger's Boots

The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.

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.

Scettro del potere

One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).

Talismano del vuoto

The bearer gains Channel (1).

Bastone del drago

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

Sfera di cristallo

The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.

Potion of Strength

One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.

Gemma draconica

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Monile portafortuna

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

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.

Colpo di grandine

Forest Princes and Chieftains only.
One use only. When this Artefact is used, it is a Shooting Weapon with the following profile:Range 30", 3D6", Str 4, AP 1, Magical Attacks. Aim is set to 2+. When fired from Short Range it gains +1 Armour Penetration. Master Archer cannot be used in conjunction with Hail Shot.

Specchio del viandante della bruma

One use only. If the bearer’s unit consists entirely of Standard Height Infantry models, is unengaged, and is fully inside a Forest Terrain Feature that doesn’t contain any enemy models, the unit may teleport to any other Forest Terrain Feature on the Battlefield.
This special movement is resolved at the end of the owner’s Movement Phase. When teleporting, the unit must be placed fully inside the target Forest. It may appear in any legal formation but must follow the Unit Spacing rule. The unit counts as having performed a March Move.

Semi consacrati

Models on foot only.
One use only. The player may activate this Artefact at the end of any friendly Movement Phase and place a Forest
Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest must fit within a circle with a diameter of 6".

Tamburi di Ceryrn

Models on foot only.
One use only. May be activated when the bearer's unit Declares a Charge. The target of the charge may only declare Hold as its Charge Reaction unless it is already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.

Corno della caccia selvaggia

One use only. May be activated when a friendly unit within 8" fails a roll for Charge Range. The roll may be rerolled.

Glifo di Amryl

The bearer gains Cannot be Stomped. When fighting a Duel, the bearer gains +3 Defensive Skill.