Enchanted Items

Arabyan Carpet

Infantry models on foot only. The owner cannot join units.

  • Points: 25
  • Special Rules: Fly
Boots of Flight

Model on foot only. Grants the wearer Movement 10.

  • Points: 20
  • Special Rules: Strider, Swiftstride
Crown of Command

Grants Stubborn to the bearer and any unit they join, for as long as the bearer remains with the unit.

  • Points: 40
  • Special Rules: Stubborn
Fozzrik's Folding Fortress

After deployment zones are agreed but before deploying, place a watchtower building (max 10x10cm base) in your deployment zone, treated as a standard building. Cannot be taken if you have no suitable building model.

  • Points: 100
Healing Potion

Drunk at the start of the controlling player's turn. The model immediately recovers D3 Wounds (ignoring additional Wounds from mounts), up to its starting value.

  • Points: 25
Ironcurse Icon

Grants the bearer (and any unit they are with) this Ward save (6+) specifically against war machine weapons.

  • Points: 5
  • Ward Save: 6+
Lifestone of Ashraaz

At the start of any close combat phase, the bearer may swap their current number of Wounds with that of any one enemy model in base contact; the effect lasts the rest of the game.

  • Points: 30
Orb of Thunder

Remains in Play.

  • Points: 30
  • Bound Spell (Power Level 4): Orb of Thunder (hex) -- While in play, no models may use their Fly special rule and must move on the ground at their normal Movement rate.
Potion of Speed

Drunk at the start of any phase. The character gains +D3 Attacks until the end of the turn.

  • Points: 10
Potion of Strength

Drunk at the start of any phase. The character gains +D3 Strength until the end of the turn.

  • Points: 10
Potion of Toughness

Drunk at the start of any phase. The character gains +D3 Toughness until the end of the turn.

  • Points: 10
Ruby Ring of Ruin
  • Points: 35
  • Bound Spell (Power Level 4): Fireball -- Signature Spell. Magic missile, range 24", D6 Strength 4 hits. May instead extend range to 36" and increase hits to 2D6, increasing the casting value to 10+, or extend range to 48" and increase hits to 3D6, increasing the casting value to 15+.
The Other Trickster's Shard

The bearer, and all units (friend and foe) in base contact with them, must re-roll successful Ward saves.

  • Points: 25
The Terrifying Mask of Eee!

Other models can never use the wearer's Leadership.

  • Points: 25
  • Special Rules: Terror
Warrior Familiar

The model gains an additional Strength 3 Attack, not benefiting from any weapon used by the character. Does not count against the character's normal magic item points allowance, and another Enchanted Item may still be taken in addition to this one.

  • Points: 5
Wizarding Hat

The wearer is treated as a Level 2 Wizard using a randomly chosen spell lore, but also has the Stupidity special rule.

  • Points: 75
  • Special Rules: Stupidity

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