Arcane Items

Book of Ashur

Loremaster for the Wizard's own chosen Lore.

  • Points: 20
  • Special Rules: Loremaster
Channelling Staff

The Wizard adds +1 to all of their channelling attempts.

  • Points: 30
Destroy Magic Scroll

When an enemy casts a spell, the bearer may read this instead of attempting to dispel with dispel dice, giving 6 free dispel dice for that attempt (cannot combine with other dispel dice; Ultimate Power applies as normal). In addition, roll a D6: on a 4+ the spell is destroyed and the enemy must discard it for the rest of the game.

  • Points: 35
Dispel Scroll

When an enemy spell has been cast, the wizard may read this instead of attempting to dispel with dispel dice, giving 6 free dispel dice for that attempt (cannot combine with other dispel dice; Ultimate Power applies as normal). May also be used to dispel spells that Remain in Play.

  • Points: 25
Earthing Rod

If the Wizard rolls on the Miscast table, they may choose to re-roll the result.

  • Points: 15
Feedback Scroll

When an enemy spell has been cast, the Wizard may read this instead of attempting to dispel it. The spell is cast as normal, but afterwards roll a dice for every dice used to cast it; the casting wizard suffers 1 Wound (Ignores Armour Saves) for every result of 5+.

  • Points: 35
Forbidden Rod

Adds +D6 dice to the power pool at the start of the caster's own magic phase, but inflicts 1 Wound (Ignores Armour Saves) on the bearer.

  • Points: 15
Hypnotic Eye Scroll

May be read instead of attempting to dispel whenever an enemy wizard successfully casts a spell. The casting wizard must pass a Leadership test or you may choose the spell's target yourself (the spell is still considered cast by the original wizard).

  • Points: 15
Luckstone

The bearer may re-roll all dice rolled to cast or dispel a spell (this can cancel or cause a miscast, Ultimate Power, etc.).

  • Points: 10
Mystic Maze

May be used against any enemy spell that directly targets a friendly unit. Roll 3D6 from the centre of the unit -- the spell scatters that distance in a random direction; if it ends up over another unit, that unit becomes the target instead, otherwise the spell has no effect.

  • Points: 20
Power Familiar

Adds one Power Die in each of your Magic phases. Only the owner may use this die.

  • Points: 20
Power Scroll

During one casting attempt, any roll of a double (except 1s) counts as a 6 for resolving Ultimate Power.

  • Points: 15
Power Stone

Declare use immediately before casting a spell to add +D3 dice to the power dice rolled for that spell (still requires rolling at least one dice from the power pool).

  • Points: 10
Rod of Power

At the end of each magic phase (yours and the enemy's), you may store up to three unused power/dispel dice from the pool in the rod. At the start of each following magic phase, roll a dice: if equal to or higher than the number stored, add them to the pool; otherwise they are lost.

  • Points: 30
Sceptre of Stability

The bearer gains a +1 bonus to the result of their spell dispelling attempts.

  • Points: 20
Scroll of Leeching

When an enemy spell has been cast, the Wizard may read this instead of attempting to dispel it. The spell is cast as normal, but afterwards the bearer adds dispel dice to their pool equal to the number of dice used to cast the spell.

  • Points: 25
Scroll of Shielding

When an enemy spell has been cast, the Wizard may read this instead of attempting to dispel it. The spell is cast as normal, but its target is granted Magic Resistance (3) against that spell.

  • Points: 10
Sivejir's Hex Scroll

When an enemy spell has been cast, the Wizard may read this instead of attempting to dispel it. The spell is cast as normal, but the enemy wizard must roll equal to or under their Wizard Level on a D6 or be turned into a small toad -- unable to cast, channel, or use magic items/mundane equipment, and reduced to characteristic 1 (except Wounds) -- until a D6 roll of 4+ at the start of a later magic phase.

  • Points: 35
Spell Familiar

The Wizard knows one additional spell from those normally allowed to them.

  • Points: 10
The Gem of Taranto

May be used whenever you successfully dispel an enemy spell (except Bound Spells). The bearer may cast that spell themselves for the rest of the game (limited by their Wizard Level as normal), even from a lore not normally available to them.

  • Points: 10
The Mystic Shield of Brag

May be used against any enemy spell that directly targets a friendly unit. The enemy spell has no effect.

  • Points: 25
Trickster's Shard

Declare use at the start of one of your magic phases. For that phase, whenever one of the bearer's spells is dispelled by an enemy wizard, roll a D6: on a 4+ that wizard suffers a wound with no armour saves allowed.

  • Points: 20
Wand of Jet

The bearer gains a +1 bonus to the result of their spell casting attempts.

  • Points: 20
Wizard's Staff

The bearer may use one more dice than normally allowed when casting a spell.

  • Points: 10

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