Magic Weapons
A more finely balanced sword than this was never made.
The blade confers +3 Attacks on the character wielding it.
This longbow was made from a single piece of rare silverwood, and gifted to Ulanor of the Sea Guard by Finubar himself. It is a mighty weapon, and many say it can even sink ships!
Treat the Bow of the Seafarer as a normal longbow with the following exception. Resolve each hit like a single bolt from a Bolt Thrower. Note that you may shoot after moving (but not marching) and stand & shoot with the Bow of the Seafarer.
Normally this fine blade lies wrapped in silk in the armoury of the White Tower, but in time of war it is given to a great hero to wield in the name of the Loremasters.
All hits wound automatically. Armour saves are modified by the Strength of the bearer.
This gleaming blade is made from the finest sea gold, found in the dark depths of the sea and honed by crashing waves. It strikes with the unstoppable power of the sea itself.
No armour saves may be taken against wounds caused by the Blade of Sea Gold.
Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago.
Treat the Reaver Bow as a normal longbow with the following exceptions: the bearer may shoot three times at the same target in each of his Shooting phases and any hits are resolved at Strength 5.
An ancient weapon, famed throughout Caledor, the tip of the Star Lance is forged from the heart of a fallen star.
Mounted character only. Lance. This weapon follows the rules for lances, except that the bearer receives + 3 strength, instead of + 2 on the turn he charges. In addition, while mounted, when the bearer charges no armour saves can be made against this weapon.
A legendary blade forged for Aren, one of the first Sword Masters of Hoth, it is as tall as an Elf, as light as a willow switch.
Model on foot only, requires two hands. The bearer adds +2 to his Strength when using the White Sword. In addition it confers the Killing Blow special rule.
This strange and twisted blade was taken from the body of a Chaos champion. Quite why he should have carried it is unknown, as is the name of the brave Elf that slew him.
All hits on a target with 2 or more Wounds on its starting profile will always wound on a 2+. Armour saves are modified by the Strength of the bearer as normal.
Magic Armour
This simple suit of ithilmar amour is adorned by a single Sarathai rune on the breastplate. The World Dragon itself is said to protect the wearer.
Counts as light armour (armour save 6+) which can be combined with other equipment normally. It also provides a 4+ Ward save.
A highly polished shield of blessed legend, inlaid with swirling patterns in many types of gold, its glory dazzles the foe and confuses their aim.
This shield confers a 6+ armour save which can be combined with other equipment normally. In addition, all successful attempts to hit the bearer in close combat must be re-rolled.
This finely wrought suit of armour is made in a most unusual style, not seen since before the Sundering. The wearer of this armour seems to shine with an inner light and the untold glories of the gods.
Counts as heavy armour (armour save 5+) which can be combined with other equipment normally. In order to allocate close combat attacks against the wearer, an opponent must first pass a Leadership test. Test each Close Combat phase. If the test is failed, the enemy may not attack.
Mage-forged plate decorated with hundreds of glittering gems on a background of deepest blue lacquer, the Armour of Stars is a wonder to behold.
May only be worn by a model on foot. The Armour of Stars counts as light armour (armour save 6+) which can be combined with other equipment normally. If the wearer suffers an unsaved wound he is instantly teleported 3D6" in a random direction.
Note that this means that he can only suffer 1 unsaved wound in a round of close combat as he will be teleported away before the second can strike him. However, if he was struck by a Killing Blow or a weapon that does multiple wounds per hit (such as a cannon ball) then he would still suffer the instant death or multiplied wounds as normal before teleporting away.
If the model is teleported into another model or impassable terrain then simply carry on moving it along in the same direction until it is 1" beyond. If the model teleports off the table, then treat it as having pursued off.
Prince Temakador disliked harming fellow nobles in a duel, but he hated even more to be harmed himself.
These gauntlets grant a 6+ armour save which can be combined with other equipment normally. They also give the bearer a 5+ Ward save against attacks of Strength 4 or greater.
The ruling line of Caledor have passed this suit of armour from father to son for more than four thousand years.
Confers a 2+ armour save, that cannot be improved by any means. In addition, the Armour of Caledor follows the normal rules for Dragon Armour.
Forged by the bitter Shadow Warriors in their hidden camps, the shimmering Shadow Armour weighs almost nothing. It exists somewhere between the real world and that of magic, a fact which mages find quite alarming.
Counts as heavy armour (armour save 5+) which can be combined with other equipment normally. In addition, if the wearer is an independent character on foot then he has the Scout special rule. He may choose to deploy either at the same time as the other characters, or as a Scout (including setting up with a unit of Shadow Warriors)
Although battered and scarred, this shield is a treasured heirloom of the days when Dragons roamed the skies.
This shield confers a 5+ armour save which can be combined with other equipment normally. Also gives the bearer a 6+ Ward save.
Discovered by Admiral Giladis, the gold surface of this strange war mask ripples with magical power.
Model on foot only. This mask confers a 6+ armour save which can be combined with other equipment normally. In addition, the wearer can move over marsh, rivers, lakes or any other water features without penalty, and will benefit from soft cover while in such terrain.
Talismans
These filigreed golden bracers are fabled to have been found on the shores of distant Lustria. The glyphs inscribed upon them writhe with untold power.
Gives the wearer a 4+ Ward save. In addition, the wearer may re-roll failed armour saves.
This golden circlet, studded with rare and magical gems, radiates an aura that protects its wearer from harm.
One use only. Discount the first unsaved wound, even if it is a killing blow.
Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory.
Gives the wearer and the unit he is with a 2+ Ward save against wounds caused by spells. It has no effect against shooting or close combat attacks.
The tiny size of this powerful artefact belies its true power.
The magical weapons of enemy models will have no special effects whilst they are in base contact with the bearer of the talisman. Treat the magic weapon as a normal one of its type, eg, a magic sword would count as a hand weapon, magic spear would count as a spear, etc.
Incense is often used in Elven rituals and this bundle of incense sticks has been blessed by the wardens of the Shrine of Asuryan. It will burn for days, wreathing the bearer with the scented smoke of the temples.
All shooting at the bearer or the unit he is with suffers a -1 to hit penalty.
A spark from the sacred flame at the temple of Asuryan is held in this ornate casket.
Gives the wearer a 5+ Ward save.
Though the Amulet constantly flickers with pale flames, the wearer is never burned.
Gives the wearer Magic Resistance (1). In addition, the wearer cannot be harmed by Flaming Attacks.
Arcane Items
This well worn tome has been studied by mages throughout the ages and has helped some of the greatest understand the inner workings of the realm of magic.
Any spell cast by the mage with this book will be cast with Irresistible Force on any successful casting roll which includes any double, except a Miscast.
Hewn from the same rock that forms the waystones all over Ulthwan, the Vortex Shard has the power to becalm the Winds of Magic, if only for a moment.
One use only. The bearer may use the Vortex Shard at the start of any enemy Magic phase. The Magic phase ends immediately, all Remains in Play spells are dispelled and power dice stored in magic items are lost.
Dug from beneath the Annuli Mountains, this crystal has been shaped by the magical vortex that swathes Ulthwan, so that it draws magical energy towards it.
During the enemy's Magic phase, the Crystal allows the High Elf player to remove one dice from the opponent's pile of Power dice and add it to his own Dispel dice pile.
The sigil is tattooed on the hand of the mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades away until it is renewed in the sacred flames once again.
Automatically dispels one enemy spell. In addition, roll a D6. On a 4+ the spell is destroyed and the casting Wizard cannot use it for the duration of the battle. One use only.
This gnarled and twisted staff looks out of place among the refined and delicately made possessions of the Elves. However, it is one of the most highly valued items a wizard can possess.
The Starwood staff gives +1 to all casting attempts made by the Wizard carrying it.
Made from Starwood and crackling with powerful enchantments, the Seerstaff focuses the bearers' mind, allowing him to recall even the smallest details more clearly.
The bearer may choose his spells, instead of rolling for them at the start of the game.
Few Elf Mages are devotees of Loec - the study of magic requires a less capricious patron. All those who seek favour of the Trickster wear a small pendant in his honour and such simple looking trinkets have unseen bowers.
If an enemy Wizard suffers a Miscast he must roll twice on the Miscast table rather than once. The bearer of the Trickster's Pendant then chooses one of the two results. The chosen result is applied immediately. The other result is ignored and does not take effect.
This ochre gemstone glows with the light and fury of the Sun even on the coldest of days. Only a Mage whose mastery of the most destructive sorceries can hope to tame its power.
One use only. At the start of any of his own Magic phases, the bearer may use the Gem of Sunfire. For the duration of that Magic phase, the bearer gains +2 to all his attempts to cast spells from the Lore of Fire for the rest of the Magic phase.
The origins of this ring are steeped in mystery, and no other artefacts of this powerful mage survive. However, few are the loremaster, wizards or warlocks that have not heard of it!
Bound spell (Power level 3). One use only. The Ring of Corin may cast its Bound spell in the Magic phase like an ordinary spell. The spell requires no Power dice to cast, all the power required is provided by the ring itself. The Ring of Corin contains the Vaul's Unmaking spell described in the High Magic spells.
The Staff earths the malign energies of the Unseen Realm, dissipating any harm caused by unstable magic before it touches the mage.
This staff makes the Mage immune to the effects of his first Miscast. Note that a miscast spell still fails regardless of the actual dice score rolled.
This fine ruby glows blood red with a sorcerous energy that even the least magically adept can clearly see.
The jewel gives the Mage +1 Power dice in each of his own Magic phases.
This slender wand is covered with many lines of winding runes of the ancient script.
The wearer knows one more spell than is normal for his level.
Enchanted Items
The Null Stone is a plain black rock, rough-hewn and undecorated. Those with the witch-sight see it as a dark void, an unsettling patch of nothingness in the world of magic.
No Wizard within 6" of the bearer may cast any spells. No other magic item or rune item within 6" of the bearer will work. Treat them as normal weapons, banners, etc, of the appropriate type. Note that this applies to all friendly wizards and magic items as well as enemy ones.
A small vial of sky-blue liquid that sparkles in the light and holds the power to cheat death itself.
One use only. The character or any character in base contact may drink this at the start of any phase in either player's turn. It immediately restores all wounds lost by the character during the battle so far. Obviously, if the character is dead at the start of the phase then he can't drink the potion.
This ancient vestment, that shimmers with the twinkling light of a thousand stars, was enchanted by the eccentric mage Folariath, who some say could walk between worlds.
Model on foot only. The wearer of this cloak can only be hit by magical attacks (for example, Magic weapons and attacks from Daemons or Ethereal creatures). In addition, the bearer may not strike blows in combat, or shoot with a ranged weapon.
The gem is normally kept in a black velvet bag, carefully hiding its brilliance from prying eyes.
The wearer counts as a Level 1 High Elf Mage. This has no effect on characters who are already Wizards.
The Elves are justly famed for their magical rings, and the black iron Ring of Fury is one of the most feared.
Bound spell (Power level 3). This ring may cast its Bound Spell once per Magic phase like an ordinary spell. The spell requires no Power dice to cast, all the power required is provided by the ring itself. The Ring of Fury contains the Fury of Khaine spell described in the High Magic spells.
For millennia the High Elves have fought bitterly against the Dwarfs, collecting beards as a token payment for their black theft of the Phoenix Crown and weaving them into a cloak, that mocks and scorns the Dwarfs with its existence. Such is the enmity focussed in this item that Dwarf runes, the pride of their race, are drained of their power if they come too close.
Dwarfs both Hate and Fear the wearer of the Cloak. In addition, for the duration of each Close Combat phase, each model in base contact with the wearer loses all the runes from one of their runic items (determined randomly). Treat the item as a normal one of its kind.
Enraged by the cowardly Dwarf Runesmiths whose Anvils of Doom wrought such ruination upon the High Elves in the War of the Beard, Aeoliss Loremaster of Hoth created his masterpiece the Pendant of Vengeance.
All successful strikings on the Anvil of Doom must be re-rolled. In addition, subtract -1 from any results on the Failed Rune table.
Enchanted by the dying flames of an ancient fire drake, the Dragonhorn hardens wavering hearts and strengthens resolve.
One use only. Once per battle, at the start of any of his own turns, the bearer may sound the horn. All friendly High Elf models may re-roll any failed Rally and Psychology tests until the start of their next turn.
A fragment from the fabled Crown of Stars, this glittering metal splinter can give the bearer some small knowledge of the future, and thus the ability to shape destiny.
The Skeinsliver allows the controlling player to add + 1 to the roll to determine which player takes the first turn.
A small brooch first worn by Kalin Silverhair during the wars against the Daemons.
All attacks made by the bearer (and the unit he is with) in close combat count as Magical.
Enchanted by Celaer in the reign of Bel-Korhadris, these small gems are frequently awarded by the Phoenix King for acts of incredible bravery.
One use only. The bearer (and the unit he is with) may take any one Leadership based test on 3D6, choosing the lowest two.
Loc the Trickster is seldom worshipped on the battlefield by the High Elves, for his help always comes at a price.
One use only. This item is used at the start of any Close Combat phase. The bearer may re-roll all rolls to hit and wound until the end of the phase. Any model wounded by his attacks this phase must re-roll any successful saves of any kind. At the end of the phase the bearer suffers one wound with no saves of any kind allowed.
Magic Standards
This heavily woven banner is embroidered with detailed scenes of High Elf victories, and twinkles with the light of a thousand gemstones.
The unit may add + D6 to the combat resolution of any close combat in which it is involved.
This magnificent standard is emblazoned with the glittering image of the World Dragon - a symbol of Ulthuan itself. It is made of the finest silks and cloth of gold, with a thousand emerald Dragon scales that sparkle in the firelight.
The unit is completely immune to all spell effects, whatever their source. This includes friendly spells, bound items, and spells with areas of effect that were cast on nearby units, etc. Spells which are cast on another unit, such as the Flaming Sword of Rhuin, will work as normal, as will all magic weapons used to attack them.
The Loremasters of Saphery presented this banner to King Finubar the Seafarer upon his coronation.
The banner adds + D3 Power dice to your pile in each of your own Magic phases.
Troubling shadows and flickering patches of light play across this banner as it flutters in the wind.
The unit carrying the Standard of Balance, and any enemy unit in base contact with it, is immune to psychology. In addition, they also lose hatred and frenzy abilities (in the same way as a unit that has already fought and lost a round of combat).
The fabric of this banner is steeped in magical energies, and interwoven with powerful protective charms.
The unit gets Magic Resistance (2).
An aura of courage fills the hearts of those who serve under this banner, making them each as fierce as a lion!
This small pennant of Korhandir, the father of all horses, imbues steeds with tireless energy to traverse the densest terrain.
The unit treats difficult ground as open ground for purposes of movement.