RED ELF
Common Magic Items

The following magic items are considered to be common items - which is to say that they are common to all armies in the Warhammer world and not that they are commonplace in any sense. Far from it, even the least potent magic item is a dangerous device, steeped in the fickle powers of sorcery, and is extremely rare. Complete lists of magic items available to each of the different armies are included in the Warhammer Army book for each race.

Sword of Striking (+1 To Hit)

30 points (Magic Weapon)
A Sword of Striking is possessed of a keen intelligence that guides its blade to the target. The sword confers a dice bonus of + 1 to the character wielding it. For example, where 3 is normally required to score a hit, the character will hit on a 2. However, a dice roll of 1 is always a miss regardless of bonuses - the minimum successful roll to hit is therefore 2.

Sword of Battle (+1 Attack)

25 points (Magic Weapon)
A Sword of Battle is forged with potent magic that enables its wielder to employ it with dazzling speed and deadly effect. The blade confers + 1 Attack on the character wielding it.

Sword of Might (+1 Strength)

20 points (Magic Weapon)
A Sword of Might is wrought with enchantments that bind within its fabric a great and magical strength. The blade confers +1 Strength upon the character who fights with it.

Biting Blade (-1 armour save)

10 points (Magic Weapon)
The Biting Blade is forged with hitter curses that work against the armour of its foes. The blade confers an additional -1 armour save modifier on any blows stuck. This is in addition to any normal armour save modifier for Strength, so a blow struck at Strength 3 or less will have a -1 armour save, a Strength 4 hit has a -2 armour save, Strength 5 has a -3 armour save and so on.

Enchanted Shield (5+ armour save)

10 points (Magic Armour)
The Enchanted Shield protects its user with powerful magic. The shield confers an armour save of 5+ rather than a mundane shield's armour save of 6+. This can be combined with other magical or mundane armour - for example, light armour + Enchanted Shield = armour save 4+, heavy armour + Enchanted Shield + mounted = armour save 2+.

Staff of Sorcery (+1 to dispel)

50 points (Arcane)
A Wizard who has this benefits from the arcane power stored within it. Whenever he dispels a spell, the score required to make a successful dispel is reduced by 1

Power Stone

25 points (Arcane)
The Power Stone is imbued with a powerful magical invocation. When it is held out by a Wizard before he casts a spell, the effect is to enhance the efficacy of the magic. A further two dice are added to the Casting roll. Note that using a Power Stone will allow a Wizard to use more Power dice than he is normally permitted. For example, a First level Wizard may read a Power Stone and thus use four Power dice to cast a spell (2 basic + 2 from a Power Stone). A Power Stone can only be used once - after one use its power is exhausted.

Using a Power Stone will bring any spell in play cast earlier by that Wizard to an end in the same way as casting a new spell by ordinary means.

As with scrolls, Power Stones are not unique items - they are prepared by a Wizard prior to battle and it is quite possible for several Wizards to carry Power Stones, and for a Wizard to carry more than one. However, only one Power Stone can be used to enhance a spell.

Note that a spell cast with a Power Stone can never be cast with Irresistible Force, though it can be Miscast.

Dispel Scroll

25 points (Scroll)
A Dispel Scroll is inscribed with a powerful anti-magical invocation. When it is read out by a Wizard, the effect is to drain away magical power and weaken a spell that has been cast. As soon as a spell has been cast, any Wizard who has a Dispel Scroll can read it. This automatically dispels the cast spell, no dice roll is required.

Reacting a Dispel Scroll will bring any spell cast by the Wizard reading it to an encl. To put it another way, a Wizard who has a spell in play will automatically cancel it by reading a Dispel Scroll.

As with all scrolls, Dispel Scroll.? are not unique items - they are prepared by a Wizard prior to battle and it is quite possible for several Wizards to carry Dispel Scrolls, and for a Wizard to carry more than one. However, only one can he used at a time.

Note that a Dispel Scroll will not help if the spell has been cast with Irresistible Force. Any spell that is successfully cast with a result of 12 is irresistible and no Dispel roll is permitted

Talisman of Protection (+6 Ward Save)

15 points (Talisman)
The Talisman of Protection is a protective charm. This confers upon its wearer a Ward save of 6+.

War Banner (+1 Combat Resolution)

25 points (Banner)
The War Banner carries powerful enchantments that fill all those who fight beneath it with heroic courage and determination. A unit which has a War Banner adds a further +1 to its combat resolution when working out which side has won the combat.