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).
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).
Horror and Petrifying Gaze (See Sand Stalkers).
The bearer gains Stubborn.
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
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
Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).
The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride
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.
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).
The bearer gains Aegis (5+).
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.
The bearer gains Channel (1).
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
The bearer gains Magic Resistance (2).
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.
Distracting (1).
+3 Arm. The Armour Value can never be improved beyond 5.
+2 HP and Fortitude (5+).
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.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
+2 Arm against non-Magical Attacks.
+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.
Att is set to 6. While the wielder is a Duellist, it gains Zeal.
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.
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).
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.
Crush Attack. This Crush Attack always hits on 4+.
+1 Att, and always at least Str 5 and AP 2.
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.
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.
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.
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Fortitude (5+).
Aegis (3+, against Magical Attacks).
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.
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.