Source: Warhammer Fantasy: 7th Edition

Heirlooms of Magic
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Magic Weapons

Runefang(Magic Weapon)100 points

At the dawn of the Empire, a dozen magical blades were forged for Sigmar's twelve chieftains. Amongst the oldest and most treasured artefacts still surviving in the Empire, these Runefangs are synonymous with the status and authority of the Elector Counts. The Runefang that once belonged to the province of Solland is now wielded by Kurt Helborg, the Reiksmarshal. The remaining blade is kept in the Imperial vaults and occasionally presented to heroic Generals who are fighting in the service of the Empire.

General of the Empire only. All hits from a Runefang wound automatically and allow no armour saves.

The Mace of Helsturm(Magic Weapon)60 points

This mace was used in battle by the first Theogonist, Johann Helsturm. It is said that Helsturm's faith in Sigmar was strong enough to shatter the walls of a castle, and that his mace retains a portion of his holy might.

The bearer can forfeit all of his normal Attacks to make only one Attack. Roll to hit normally. If this one Attack hits, the hit is resolved at Strength 10 and causes D6 wounds.

Sword of Sigismund(Magic Weapon)45 points

This sword, wielded in the crusades by the Grand Master of the Knights Panther, once belonged to Emperor Sigismund and has been passed down through all the Princes of Altdorf since then.

The wielder of this sword strikes with +1 Strength and benefits from the always strikes first special rule in close combat.

Sword of Fate(Magic Weapon)40 points

The blade of this enchanted weapon was forged beneath a spiteful moon and has been enchanted with bitter tears to be the undoing of one specific foe.

At the beginning of the battle, nominate one enemy character or monster. The sword counts as a magic sword with no particular bonuses against any other opponent, but attacks directed against the designated target will wound it on a 2+ and cause D3 wounds, with no armour saves allowed.

Sword of Power(Magic Weapon)40 points

Forged from the hardest star metal, the wielder of this weapon is bestowed with supernatural strength, his every blow is able to smash through the thickest of armour with ease.

The sword confers +2 Strength to all close combat attacks made by the character.

Sword of Righteous Steel(Magic Weapon)30 points

Swords made of the purest steel can be blessed by a priest of Sigmar to greatly enhance the fighting skills of their wielder. Each swift blow seeks out the enemy's vitals and is almost impossible to parry.

The wielder always hits any opponent on a 2+, regardless of relative Weapon Skills. This cannot be modified in any way.

Dragon Bow(Magic Weapon)25 points

A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the best archers in the Empire.

The Dragon Bow has a range of 36" and Strength 6. Any hits from this bow count as being from a magical weapon.

Hammer of Judgement(Magic Weapon)25 points

This mighty hammer was said to have been carried into battle by Frederick the Bold, great-grandfather of Emperor Karl Franz. Its mighty strikes not only crush flesh and bone, but evil spirits are cast to ruin as well.

Models hit by this hammer must take a Toughness test for every hit suffered. If the test is failed, the hit wounds automatically and no armour save is allowed. If the test is passed, roll to wound and take armour saves as normal.

Sword of Justice(Magic Weapon)20 points

The Sword of Justice is an ancient weapon passed down from champion to champion through the reigns of successive Emperors. It is studded with ancient Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.

The bearer can re-roll failed rolls to wound.

Wyrmslayer Sword(Magic Weapon)15 points

The blade of Ulfdar the Berserker, who fought alongside Sigmar at Black Fire Pass, the Wyrmslayer Sword has been the doom of many a monster that has menaced the Empire.

Hits from this sword wound any opponent on a roll of 4+ (unless the wielder's Strength would make this less). Armour saves apply as normal, modified by the Strength of the character, but large targets lose their armour save due to the Scaly Skin special rule against hits from this sword.

Magic Armour

The Gilded Armour(Magic Armour)40 points

This golden suit of armour was a gift from the Elves of Ulthuan to Magnus the Pious after the Great War Against Chaos. It repels weapons with an invisible force.

Heavy armour. Models attacking the wearer in close combat must pass a Strength test before rolling to hit for every Attack directed at the target. If the test is failed, the Attack is lost. Special Attacks (like those of a Giant, impact hits and anything not included in the Attacks value on a model's profile) are not affected.

Armour of Tarnus(Magic Armour)35 points

This armour was worn by the warrior wizard Frederick von Tarnus. Such was the power invested in the armour's forging that von Tarnus' own magic was unaffected by its protection.

Light armour. The Armour of Tarnus confers a 5+ ward save to the wearer. Wizards can wear this armour and cast spells.

Dawn Armour(Magic Armour)35 points

A Master Wizard of the Gold Order forged this suit of plate under the first rays of the sun. The enchantment concealed in the metal will repair any damage within an eyeblink.

Armour of Meteoric Iron(Magic Armour)25 points

This suit of armour, long ago forged by the Dwarf smiths of Zhufbar, is today held in the Imperial Armoury at Altdorf. Only the greatest heroes of the Empire may don this magnificent suit of armour.

This armour gives the bearer a 1+ armour save that cannot be improved by any means.

Helm of the Ratslayer(Magic Armour)25 points

The legendary helm of Count Mandred Ratslayer was crafted from the skull of the warlord who fell at the Battle of the Howling Hills. Such is its reputation amongst the rat-spawn that they dread to face its wearer.

This helm confers a 6+ armour save which can be combined with other equipment normally (including normal armour and a shield). In addition, the wearer causes Fear in all models in a Skaven army.

Shield of the Gorgon(Magic Armour)25 points

The image on this shield represents the head of a Gorgon, a hideous monster said to dwell in the harsh deserts of Araby. Enemies try to avoid its gaze, for the eyes of a Gorgon are remoured to turn living creatures to stone.

Shield. The wearer can force one model in base contact to lose one Attack. In the case of models with different Attacks (eg, mounted models) the wearer chooses which Attack is lost. Special Attacks (like those of a Giant, impact hits and anything not included in the Attacks value on a model's profile) are not affected.

Bronze Shield(Magic Armour)20 points

A shield made of bronze can carry a powerful enchantment of protection, but only for a short time.

Shield. The bearer ignores the first hit in the battle from shooting or close combat.

Talismans

Shroud of Magnus(Talisman)50 points

This ancient shroud was laid upon the body of Magnus the Pious after his death. On it one can still see the features of the Saviour of the Empire, his countenance as noble in death as it was in life.

Holy Relic(Talisman)45 points

The most famous holy relic in the Empire is the icon of Sigmar carried by the Arch Lector of Nuln, a token which is said to grant the bearer great fortitude.

The Holy Relic gives its bearer a 4+ ward save.

Jade Amulet(Talisman)40 points

The Grand Theogonist sometimes grants a shard of the Jade Griffon, his badge of office, as a reward for great services performed in the name of Sigmar.

The model may ignore the first wound it suffers.

The White Cloak(Talisman)35 points

This cloak has been enchanted by Ar-Ulric, the High Priest of the Sect of Ulric, the god of winter and war. The magics of the cloak frost the air around the wearer, rendering him almost immune to even the hottest flame.

The Crimson Amulet(Talisman)20 points

Originally possessed by a tribal chieftain at the time of Sigmar, legends say that the bearer of this rough-hewn pendant is capable of performing exceptional displays of strength and agility.

This item gives a 6+ ward save. The wearer automatically passes any characteristic tests he has to take (except Leadership tests).

Sigil of Sigmar(Talisman)15 points

The symbol of Sigmar may take many forms such as a twin- tailed comet, hammer, crown or griffon. Regardless of form, each has the power to protect the wearer from the ravages of hostile mages.

Arcane Items

Seal of Destruction(Arcane Item)45 points

Seven of these seals were originally crafted under Eluen tutelage, each capable of draining the knowledge of a spell from the mind of an enemy Wizard.

One use only. The seal has the same effect as a Dispel Scroll. In addition, roll a D6. On a result of 4+ the spell is removed from the caster's mind and he can no longer cast it. Spells cast from a bound item will only be removed on the result of a 6.

Grey Wand(Arcane Item)40 points

The Archmage Ptolos of the Grey College won this wand at the Battle of Blood Keep.

Gives +1 to the casting attempts made by the Wizard.

Rod of Power(Arcane Item)30 points

The Rod of Power absorbs magical energy that its bearer can use to boost his own spells.

At the end of each magic phase (yours and enemy's), you can save up to three unused power/dispel dice from the pool and store them in the rod. At the beginning of each successive magic phase (yours and enemy's), roll a dice. If the result is equal or higher to the number of dice stored, add them to the power/dispel dice pool, if the result is lower than the number of dice stored, they are lost.

Luckstone(Arcane Item)25 points

Charged with divinatory power, these stones are very useful when a Wizard is manipulating the delicate balance of the Winds of Magic.

One use only. Once per battle, the bearer can re-roll all of the dice rolled to cast or dispel a spell. This can effectively cancel a miscast result, and cause irresistible force or a miscast.

Crystal Ball(Arcane Item)15 points

Nothing is hidden from the inquisitive gaze of Wizards using this powerful scrying device.

The enemy must always reveal all the 'secrets' involving all units that are within 24" of the Wizard at any time. This includes which magic items are in the unit and who is carrying them, the presence of disguised, hidden or otherwise 'invisible' models and everything else that the player is not normally obliged to disclose to his opponent.

Wizard's Staff(Arcane Item)10 points

Throughout the Empire, many Wizards carry a staff as a mark of their office and as an aid in the focussing and control of sorcerous powers.

The Wizard's Staff allows the bearer to use one more dice than he is normally allowed to when casting a spell (eg, a Wizard that can normally use up to two dice to cast spells will be able to use up to three dice).

Enchanted Items

Laurels of Victory(Enchanted Item)55 points

The most celebrated heroes of the Empire are decorated with golden laurels enchanted by the Imperial Wizards. The magic within this symbol of victory magnifies the bearer's presence and stature in the eyes of his enemy to the point that few foes have courage enough to stand before his wrath.

Each wound caused by a model wearing the Laurels of Victory (but not those caused by his mount) will count as 2 Wounds when working out combat resolution. Note that you do not actually cause double wounds on your victim!

Rod of Command(Enchanted Item)50 points

A gift from the Teclis to Magnus the Pious, the Rod of Command has the power to instil courage even in the face of the most dire of perils. When the battle seems lost, the bearer can summon the powers of the rod to turn a certain rout into steadfast resistance.

One use only. Whenever the character (and the unit he is with) have to take a Break test, instead of rolling the dice, the player can declare he is using this item. If the player decides to do so, the character (and his unit) automatically roll double 1s (Insane Courage!) for the test, automatically passing it regardless of modifiers. This item cannot be used by a character in a turn he refused a challenge or if he is hiding at the back of the unit (nobody would pay heed to such a coward!).

Aldred's Casket of Sorcery(Enchanted Item)35 points

The casket has the power to entrap and contain the power of magic forever, as Aldred unwittingly discovered when he opened it in the presence of the Supreme Patriarch of the Colleges of Magic. Aldred was not seen thereafter.

Bound Spell: Power Level variable. At the end of each of his movement phases, the bearer may remove and capture one randomly determined spell from an enemy Wizard within 12" of him on a roll of 4+. The bearer can then cast the captured spell in any of his own following magic phases by releasing it from the casket just like from a bound item, whereupon the spell is then removed from the game. Any number of spells may be captured by the casket, and the bearer can cast each one once, either over several magic phases or all at the same time if he prefers. The power level of the spell cast by the casket will be equivalent to the normal casting value of the spell.

The Silver Horn(Enchanted Item)35 points

This elegant hunting horn contains a potent spell. Friends who hear its note are filled with courage.

Bound Spell: Power Level 5. If successfully cast, all fleeing friendly units on the battlefield will rally immediately, regardless of the number of models left.

Doomfire Ring(Enchanted Item)30 points

The Doomfire Ring, made of dark iron and flame rubies, contains a powerful spell that allows its master to cast fire upon his enemies.

The Orb of Thunder(Enchanted Item)30 points

The Orb of Thunder contains a powerful spell that wreaks turmoil in the air, summoning dark thunderclouds and mighty winds.

Bound Spell: Power Level 4. Remains in play. When the Orb of Thunder spell is in play, flying creatures on the battlefield cannot fly and must move on the ground at their normal Movement rate.

Van Horstmann's Speculum(Enchanted Item)30 points

This tiny mirror hangs around the wearer's neck and has been enchanted with the ability to reflect the fighting qualities of an enemy back upon himself.

When the wearer fights a challenge he can 'swap' his base Weapon Skill, Strength, Toughness, Initiative and Attacks values with those of his enemy. He can choose not to use the mirror, but if he does he must swap all these characteristics for the duration of the challenge. So, the wearer fights with his enemy's WS, S, T, I and A whilst his enemy fights with the wearer's WS, S, T, I and A.

Icon of Magnus(Enchanted Item)25 points

The presence of this revered relic among their ranks fills the soldiers with faith and strengthens their resolve. They will fight on even against the most dreadful of enemies.

The character and the unit he is with are immune to Fear. When faced with an enemy that causes Terror, the character and the unit he is with only suffer Fear, not Terror.

Ring of Volans(Enchanted Item)20 points

Volans was the greatest of the pupils of Teclis, the founder of the Colleges of Magic. His ring still resonates with the magical power its master once commanded.

One use only. Bound Spell: Power Level variable. Choose any one of the eight magic lores in the Warhammer rulebook and randomly select one spell from that lore to be bound within the Ring of Volans. The power level of the spell cast by the ring will be equivalent to the normal casting value of the spell.

Magic Standards

Imperial Banner(Magic Standard)100 points

Woven upon Elven silks and embroided with the commandments of Sigmar, the standard which carries the ruling Emperor's blazon fills nearby troops with a supreme sense of duty and pride.

All units with at least one model within 12" of the Imperial Banner can re-roll any failed Terror, Fear, Panic or Rally test as well as tests to avoid pursuing a fleeing enemy.

Banner of Sigismund(Magic Standard)60 points

Emperor Sigismund, the hero of the Siege of Altdorf, held this banner aloft from the roof of his palace. It survived the siege and was never touched by the Orcish invaders - which is more than can be said for Sigismund.

The standard bearer and all models in his unit are Stubborn. Note that this bonus is also conferred to other characters within the unit.

Griffon Standard(Magic Standard)55 points

In the folktales of the Empire, the Griffon is a stalwart and stubborn beast that refuses to be bested in combat, no matter how outmatched it may be. In honour of this, a unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.

A unit joined by a Battle Standard Bearer carrying the Griffon Standard counts double its rank bonus when it comes to working out combat results. If the unit is in two ranks it receives +2, in three ranks +4, and in four ranks (the maximum bonus) +6. The unit will never pursue a fleeing enemy, but will always hold its ground, even if affected by a special rule that means it must normally do so.

Banner of the Daemonslayer(Magic Standard)50 points

This banner was carried at the Battle of Middenheim, and was dipped in the blood of a mighty Daemon Prince.

Knightly Orders only. During the turn when it charges into combat, the unit causes Fear (from the moment it is found to be in charge range to the end of that turn).

Banner of Valour(Magic Standard)30 points

Held high by Solland's Greatswords in their renowned last stand against Orc invaders, this banner is a symbol of sacrifice and ultimate devotion to duty.

The unit is Immune to Panic.

Standard of Arcane Warding(Magic Standard)30 points

This magic banner absorbs the power of hostile spells and discharges it into the air.

Steel Standard(Magic Standard)20 points

Enchanted by the wizards of the Golden Order, this standard affects the heavy metal barding of Knights' warhorses, making it lighter.

Knightly Orders only. The unit can add D3" to its charge move. If the charge is failed, the unit will move forward 7" as normal.

Banner of Duty(Magic Standard)10 points

This banner shines with a soothing light that reaches into the hearts of warriors in despair, filling them with courage and renewing their will to fight on.

The unit can re-roll any failed Rally test.