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.