Scroll of the Pearl Throne
Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.
If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.
Choose a Magic Item from an enemy unit that is in contact with the bearer. This Magic Item is ignored.
If it was an Enchanted Weapon or Shield, the mundane effects of the Weapon or Shield can still be used.
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.
+3 Agi.
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Fortitude (5+).
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.
Aegis (3+). Armour is set to 1 and can never be improved beyond this. If the wearer Miscasts and rolls Witchfire, the number of hits is halved (rounding fractions up) for the wearer and its unit.
+2 Arm against Magical Attacks.
+3 Arm, +3 Def, and Attached. Arm can never be improved beyond 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.
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
+2 Arm against non-Magical Attacks.
+1 Str and +2 AP. Each successful to-hit roll with this weapon causes two hits instead of one.
Devastating Charge (+1 Att), Divine Attacks, and Lethal Strike.
Shots 3, Str as user +1, and AP as user +1.
+1 Att, +1 Str. When Choosing Equipment and Abilities, choose to gain either Flaming Attacks or Lightning Attacks. The effects last until the end of the Round of Combat.
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
+1 Str and +1 AP.
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Crush Attack. This Crush Attack always hits on 4+.
+3 Def and +3 Off.
Failed to-wound rolls from attacks made with this weapon must be rerolled.
The first time in each Magic Phase that the bearer fails a Casting Roll for a Learned Spell cast with two or three dice, the bearer may reroll all Magic Dice from this Casting Roll.
Dispelling rolls made by the bearer’s army gain a +1 modifier.
Aegis (+2, max 4+).
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).
Aegis (5+).
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.
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).
Stand Behind
Magic Resistance (2).
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
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.
The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds, the number of wounds is halved, rounding fractions up.
+3 Arm. The Armour Value can never be improved beyond 5.
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
+1 Arm.