Magic Item list - version 1.0


This list is created for you who owns the Warhammer magic box and want a list where you easy can find the item you're looking for. For complete discription please consult the magic item card. The magic items for special characters are not in this list. After the points cost you may find some letters, these indicates to which races the item is allowed.
Index

I.Magic Weapons
II.Magic Armour
III.Enchanted Items
IV.Magic Ward
V.Bound Items
VI.Magic Standards
VII.Wizard Arcana


  • C=Chaos Only
  • U=Undead Only
  • E=Empire Only
  • OG=Orcs & Goblins only
  • D=Dark Elves only
  • B=Bretonnian only
  • Cd=Chaos Dwarfs only
  • H=High Elves only
  • W=Wood Elves only
  • L=Lizardmen only
  • S=Skaven only
  • Dw=Dwarfs only

    I.Magic Weapons
    5 COPPER SIGIL SWORD +1 initiative.
    10OG SWORD OF BORK Ignores first animosity failure.
    Orcs & Savage Orcs only
    10 LANGUISHER SWORD -1 intiative for each hit scored.
    10 BRONZE SIGIL SWORD +2 initiative.
    10 BITTING BLADE -1 save.
    10 BERSERKER SWORD Bearer immune to psychology. Cannot lead unit.
    15 SILVER SIGIL SWORD +3 initiative.
    15 RELIC SWORD +1 weapon skill.
    15CD DARK SWORD -1 WS/BS for each wound.
    20 SWORD OF MIGHT +1 strength.
    20 PARRYING BLADE One enemy has 1 less attack.
    20 GOLD SIGIL SWORD Initiative 10.
    20 BLADE OF SLICING -2 save.
    20 BLADE OF ENSORCELLED IRON +1 to hit in hth.
    25 SWORD OF SWIFT SLAYING Always strike first.
    25C SOUL BLADE -1 toughness for each unsaved wound.
    25 RENDING SWORD 1 wound = 2 wounds.
    25 HAIL OF DOOM ARROW 3D6 arrows S4.
    25CU BLOOD DRINKER -1 Strength per wound.
    25 BLADE OF LEAPING COPPER +1 Attack.
    25 BANISHER SWORD Versus undead 1 wound = D3 wounds, no save.
    30 SKY ARROW OF NALOER Shoot at high targets with +1 to hit. D6 hits.
    30E RUNEFANG No armour saves. Versus undead 1 wound = 2 wounds.
    30B MORNING STAR OF FRACASSE +2 strength first round. If wound and enemy
    has a magic weapon then it is destroyed on 4+.
    30 FLAIL OF SKULLS +2 Strength first round. 1 wound = 2 wounds.
    30 BLADE OF SEA GOLD -3 save.
    35 WARRIOR BANE -1 attack for each unsaved wound.
    35 SHRIEKING BLADE Bearer causes fear.
    35 BONE BLADE 1 wound = D3 wounds.
    40 TORMENTOR SWORD Foe wounded becomes subject to stupidity.
    Wizard affected must roll 4+ to cast spells.
    40 OGRE BLADE +2 strength.
    40H DRAGONBLADE LANCE +2 strength when charge. Automatic hits.
    Attacks like bolt thrower.
    45C CHAOS RUNEBLADE 1 wound = D3 wounds. No save except for
    magic armour.
    50S WEEPING BLADE Bearer +1 to wound. -1 save. 1 wound = D3 wounds.
    50U THE TOMB BLADE OF ARK. When model with 1 wound is killed it is
    replaced with Skeleton Warrior.
    Necromancer, Vampire or Liche only.
    50 SWORD OF RESILIENCE +1 toughness.
    50 SWORD OF JUSTICEReroll missed attack. One reroll per attack.
    No armour save allowed, except for magic
    armour.
    50C SWORD OF CHANGE Whern blade inflicts one or more wound, roll
    a D6. Add +1 to the roll for each wound after the
    first. On a score of 5+ the victim is turned into
    a Chaos Spawn.
    50U THE SWORD OF SKABSKRATH Bearer causes terror.
    50 HEART SEEKER Reroll attacks that miss in hth.
    50 GROMRIL BLADE No armour saves allowed except for magic
    armour. May not be used by Orcs & Goblins.
    50 EXECUTIONER'S AXE Doublehanded axe. +2 strength. Strike last. on
    a to hit roll of 6 the vivtim is killed. No
    armour saves allowed.
    50S DWARF-GOUGER -3 save. 1 wound = 2 wounds. Always wound'
    Dwarfs on 2+.
    50 DRAGON BLADE Each hit =2 hits.
    50 DARK MACE OF DEATH All models in base to base suffers D3 wounds.
    No save. One use only.
    50L DAGGER OF SOTEK +1 strength. If Skaven unit takes a wound then
    the normal rank bonus for Ld test doesn't
    apply.
    50HW BOW OF LOREN 36" range. Fires shots equal ro users A and S.
    50 BLADE OF LEAPING BRONZE +2 attacks.
    50OG ELF-BITER, AXE OF GROM 1 wound = 2 wounds. No save.
    60 SWORD OF HEROES When fighting foes with 5+ toughness,
    +3 strength inflicts not 1 but D3 wounds.
    60 STAR LANCE +3 strength. No armour save.
    60C CHAOS DEMON SWORD 1 wound = D6 wounds. On a roll of 1 when
    rolling how many wounds the wound is
    reflected back to the wearer.
    65CU CHAOS RUNESWORD +1 WS, +1 S, +1 A.
    70 VENOM SWORD 1 wound = D6 wounds.
    70Cd BLACK HAMMER OF HASHUT +2 strength. No armour save. Targets
    vulnerable to fire are automatically destroyed
    if they are wounded.
    75 OBSIDIAN BLADE No armour saves allowed except for magic
    armour. The armour of any victim that is
    wounded is destroyed, even magic armour.
    75 HYDRA SWORD Each hit = D6 hits.
    75D DESTROYER If hit roll a dice. If 4+ then foe loses one magic
    item or spell. Wearer may use item/spell
    until it steals another. Spells may only be used
    if wearer is a wizard.
    75CU CHAOS TOMB BLADE For each wound inflicted on living creature,
    wielder may take one extra winds of magic
    card.
    75 BLESSED SWORD Weapon skill 10.
    May not be used by Orcs & Goblins.
    75 BLADE OF LEAPING GOLD +3 attacks.
    75 BLADE OF DARTING STEEL Hits automatically.
    80 GIANT BLADE +3 strength.
    100E THE HAMMER OF SIGMAR Hits wound automatically. No saves allowed,
    except for magic armour.
    100B THE BLADE OF COURONNE Any undead within 3" suffers a wound. No
    armour save. Character and any unit he is
    leading is immune to fear and terror caused
    by undead.
    100 SWORD OF UNYIELDING +2 toughness.
    100 SWORD OF TECLIS All hits wound automatically. Once per battle,
    during hth unleash storm that causes an extra
    D6 S6 hits on enemy.
    100 SWORD OF DESTRUCTION No other magic items may be carried by the
    wielder. Cancels others magic items in base to
    base contact. For each wound inflicted by the
    sword one magic item is destroyed.
    100 FROST BLADE Kills if a wound caused. No save except magic
    armour.
    100 DEATHSWORD Strength 10.
    125OG MORGOR THE MANGLER +1 WS, +1 T, +1 S. Always strike first. No
    save except for magic armour.
    Orcs, Savage Orcs & Black Orcs only.
    125 HELLFIRE SWORD Kills if a wound caused. Models in base to
    base contact with the vivtim suffers 1 S3 hit.
    125 GOTREK'S AXE Hits wound on 2+. No armour save, except for
    magic armour, which gets -3. 1 wound= D3
    wounds (Dragons and Deamons D6).
    125 DRAGON SLAYER Against dragons hits wound automatically
    and inflicts D3 wounds. Against others +3
    strength. 1 wound = D3 wounds.
    125 DEAMON SLAYER Against deamons hits wound automatically
    and inflicts D3 wounds. Against others +3
    strength. 1 wound = D3 wounds.
    125L BLADE OF COCACILA No spell may be cast by enemy in base to base
    contact with wearer. No magic items wil
    work. A wizard wounded by the balde loses his
    power. For each wound scored it destroys a
    magic item.
    125CU BLACK AXE OF KRELL No armour save. Victim which have been
    wounded gets to roll in the magic phase. On a
    roll of 1 or 2 they lose another wound.
    135S FELLBLADE Strength 10. 1 wound = D6 wounds. Roll a dice
    in the end of each turn, on a roll of 6 the wearer
    suffers 1 wound.
    150 SWORD OF DEFIANCE +3 toughness.


    II.Magic Armour

    5 MAGIC WAR PAINT Armour save of 3+ against missiles/ 5+ hth.
    Savage Orcs, Skaven, Forest Goblins & WoodElves only.
    5 CHARMED SHIELD Armour save on 6+. First hit on wearer discounted.
    5 ENCHANTED SHIELD Armour save of 5+.
    5 ARMOUR OF ENDURANCE Armour save of 6+. Special save on 6+.
    10 SHIELD OF PTOLOS Armour save 6+/1+ vs. missile attacks.
    10 DRAGONHELM Special save of 2+ against fire attacks.
    10C CHAOS ARMOUR Armour save 4+. A wizard may use it.
    15 ARMOUR OF FORTUNE Armour save of 5+. Special save on 5+.
    25 CRIMSON ARMOUR OF DARG. Armour save of 4+. In order to attack enemy
    must first pass Ld test.
    25H BANE SHIELD Armour save of 6+. When bearer saves in
    close combat, shield unleashes 1 S4 bolt.
    25 ARMOUR OF METERORIC IRON Includes shield, armour save of 2+.
    50S WARPSTONE ARMOUR Special save of 4+. For every wound saved it
    inflicts a S3 hit. May be worn by Skaven wizards.
    50 SPELLSHIELD Armour save of 6+. Dispeled on 4+. Deflected
    towards caster causing 1 S6 hit.
    50 SHADOW ARMOUR Armour save of 5+. Bearer can move through
    difficult/very difficult terrain without
    penalties. Hits from non-magic weapons
    suffers -1 to hit.
    50C CHAOS RUNESHIELD Armour save of 6+. Magic weapons carried be
    enemy models in base to base contact. It can be
    combined with Chaos Armour in which case it
    counts as one magic item.
    50 ARMOUR OF PROTECTION Armour save of 5+. Special save on 4+.
    75 ARMOUR OF BRILLIANCE 3+ save. Foes suffer -2 to hit.
    100 SPELLEATER SHIELD. Armour save of 6+. Any spell cast against the
    bearer or unit he is with is dispelled on a roll
    of 3+. If enemy spell is dispelled roll a D6. On
    4+ the spell is destroyed and must be
    discarded. A spell from a magic item is
    destroyed on a 6.


    III.Enchanted Items

    5B POTION SACRE May drink before dice roll and then add +1 or
    deduct -1 from the roll. One use only.
    10SC WARPSTONE CHARM Re-roll any dice roll, which may be adjusted
    by +1/-1. One use only.
    10 POTION OF STRENGTH +2 strength for one turn.
    15B CROWN OF BRETONNIA Wearer may add +1 to any characteristic
    before to battle. See item card for full description.
    Bretonnian General only.
    25 WHIP OF AGONY Bearer may make 1 lash attack before other
    models strike blows in close combat. If enemy
    is hit, he must take Ld test before he can
    attack. Any creature ridden by enemy struck
    by whip must also pass Ld test to attack.
    25S WARPSTONE AMULET Enemy models attacking bearer in close
    combat must take a Ld test before striking. If
    they fail they suffer -2 to hit/-2 S against wearer.
    25C POTION OF CHAOS 1-3: Recover 1 wound
    4: +1 S this turn
    5: +2 S this turn
    6: Take random chaos gift.
    25S POISON WIND GLOBES 8", Scatter dice, scatter 3". 2" template.
    Affected models suffer 1 wound on 4+. No save.
    25OG MAD CUP MUSHROOMS Extra D6 hits on first target.One use only.
    Night Goblins only.
    25C HELM OF MANY EYES Always strike first.
    25 HEART OF WOE Explodes whern slained. Own S+D6. D6 wounds.
    25Dw FIERY RING OF THORI Creates 6" flame barrir infront of wearer or
    unit he is with.
    25CU CURSED BOOK All living creatures within 6" of the bearer
    suffer -1 to to hit/shooting rolls.
    25L CLOAK OF FEATHERS If the character wearing the cloak is already
    in close combat, he can move up to 24" before
    either side has struck, or after he has made his
    attacks. He may not move into hth.
    25 BLACK GEM OF GNAR Locks wearer and enemy model in time. Roll
    a D6 in the beginning of each players turn. On
    a 6 it stops working.
    25 AMULET OF FIRE Dispel 4+.
    25 AMBER AMULET Restores 1 wound in the beginning of each turn.
    25 ALDRED'S CASKET OF SORCERY Can steel one spell of wizard in base to base.
    May cast spell in magic phase without using any power.
    35 VAN HORSTMANN'S SPECULUM When challenge, he fights with opponents S, T
    & I and vice versa.
    35B THE TRESS OF ISOULDE May be used once in close combat. Vs one foe
    only, bearer hits on unmodified 2+ and
    wounds on unmodified 2+. No armour save allowed.
    35Cd GAUNTLET OF BAZHRAKK THE CRUEL +2 strength. In case of a 1 when roll
    to hit attack hits friendly model.
    50U TOMB KING'S CROWN Undead within 12" of wearer use his WS/BS .
    This may not be used if wearer is in hth.
    Mummy Tomb King only.
    50U THE CARSTEIN RING Restores to life when killed.
    Vampires only. One use only.
    50 TALISMAN OF RAVENSDARK When charged by flying creature rider may
    not fight, creature only hits on a 6.
    50C SLAANESH'S SCEPTRE OF DOMINATION Enemy character within 12" must take Ld.
    If he fails he may do nothing.
    Chaos - Slaanesh only.
    50S SKAVENBREW 1: No effect
    2-3: Unit hates all non-Skaven
    4-5: Unit subject to frenzy
    6: Unit moves at double speed and
    doubles its A. At the end of each
    Skaven turn roll a D6, on a 1 unit suffers D6
    wounds. One use only.
    50S SKALM Heals user back to full wounds. One use only.
    50 HEALING POTION Restores all wounds. One use only.
    50Dw GOLDEN SCEPTRE OF NORG. Each turn, +1M, +1S or +1 armour save.
    50 CROWN OF COMMAND Leadership 10. Any unit lead by bearer
    unmodified leadership of 10.
    50C DAEMON STEED The steed has a daemon saving throw of 4+
    plus armoured barding 3+ in total. It is not
    affected by daemon animosity and a model
    riding it causes fear. See card for
    characteristics.
    50OG COLLAR OF ZORGA No monster will attack bearer in hth. May
    take over monster if Ld test fails.
    50Cd CHALICE OF DARKNESS Roll a D6 in magic phase and remove that
    many magic cards, if not enough remove
    spells. On 4+ bearer suffers a wound.
    50Dw BUGMAN'S TANKARD May heal a wound. Three uses only.
    60 RUBY CHALICE If the bearer or unit takes a wound they become
    -2 to hit by missiles/-1 in hth.
    75S CLOAK OF SHADOWS Cannot be charge or shot before attacker roll 6
    on aD6. Spells on 5 and 6.
    Skaven assassins only.
    75S LIBER BUBONICUS Level 2 wizard. 2 spells from list below.
    1: Putrefy (Skaven)
    2: Plague (Skaven)
    3: Pestilent Breath (Skaven)
    4: Wither (Skaven)
    5: Stream of Corruption (Nurgle)
    6: Misma of Pestilence (Nurgle)
    double: Stench of Nurgle (Nurgle)
    Skaven Plague Monks only.
    75L BIRD OF CHOTEK All flying high creatures are driven to ground
    and suffers D3 wounds. Rider suffers D3
    wounds. One use only.
    85H TALISMAN OF HOETH Level 2 Mage.
    100 TALISMAN OF OBSIDIAN No wizard in base to base may cast spells or
    retain winds of magic cards. Spells cast
    against wearer or unit are automatically dispelled.
    May not be used by a wizard.
    100S ROD OF CORRUPTION In hth roll D6 against enemies T. If score
    higher then enemy is slained.
    Skaven Plague Monks only.
    125 CROWN OF SORCERY User gains ability of lvl 3 Necromancer. Must
    pass Ld test to cast spells.


    IV.Magic Ward

    5 JADE AMULET 2+ special save. Can be used against single
    wound. One use only.
    25 VAMBRACES OF LIGHTNING 4+ special save against missilefire of S5 or less.
    25 DAWNSTONE Re-roll armour save.
    50 GOLDEN CROWN OF ATRAZAR Special save 3+. If it saves more then one
    wound in a turn, then exhausted on 4+.
    50 BLACK AMULET Special save 4+. In hth rebound wound. Roll a
    D6 for each rebound. Exhausted on 1.
    75 THE SILVER SEAL Missiles/hth -1 to hit. 4+ dispel.


    V.Bound Items

    25 RING OF VOLANS One randomly determined Battle magic spell
    may be cast once for free. One use only.
    40 RING OF DARKNESS Enemies in hth it on 6. Magic weapons not
    affected. Remains in play.
    40S BANDS OF POWER Doubles strength. Three uses only, last 1 turn.
    50 ORB OF THUNDER Prevents flying creatures flying hihg. Flying
    high creatures cannot descend.
    Remains in play. Three uses only.
    50 RING OF CORIN Destroys magic item within 12" if 2D6x10
    exceeds the point cost of the item.
    50 CLAW OF NAGASH Can be used against living creatures within
    6". Roll 2D6 minus targets toughness. Targets
    suffers so many wounds.
    65S BRASS ORB 8" range. 3" template scatters 3" or hit. Any
    model under that rolls over I, or a 6 is killed.
    One use only.
    75OG SKARSNIK'S PRODDER Waagh number S4 24" bolts. No armour save.
    Night Goblins only.
    75 PIPES OF DOOM Cast on cavalry unit. Unit suffers D6 S4 hits.
    Victims may not charge next turn.
    75 HORN OF URGOK Enemies within 24" in hth must take Panic
    test. Friendly fleeing units rally. Three uses only.
    100C STAFF OF NURGLE Spell may be cast 12" target slained.
    Exhausted on 1 or 2.
    Chaos Sorcerer of Nurgle only.
    100 DOOMFIRE RING 18" 2D6 S3. No save. Three uses only.


    VI.Magic Standards

    10B ERRANTRY BANNER Enemy may not stand and shoot.
    Bretonnian Knights Errant only.
    10D BLOOD BANNER Ignores Cold Ones stupidity.
    Dark Elf Cold one Knights only.
    25 WAR BANNER +1 Combat result.
    25 STANDARD OF SHIELDING +1 save.
    25L <JAGUAR STANDARD +D6" move. Three times only.
    25OG GORK'S WAR BANNER +1S when charging.
    25U DOOMRIDER BANNER Attacks hit automatically in first round.
    Undead Skeleton Horsemen only.
    25 BANNER OF SORCERY Stores D6 magic cards that can be used by
    wizard within 12".
    25 BANNER OF COURAGE Re-roll failed break test. Cannot be combined
    with Battle Standard (Only one reroll).
    35 VALOROUS STANDARD 3D6 when psychology test pick two lowest.
    35OG SPIDER BANNER Doubles attacks first turn in hth.
    Forest Goblins only.
    35OG BAD MOON BANNER -1 to hit with missiles. Always strike first.
    Night Goblins only.
    50 SCARECROW BANNER Causes terror in flying creatures. +D6 combat
    result when fighting flying creatures.
    50C RAPTUROUS STANDARD Unit immune to psychology.
    Chaos unit led by a Champion of Slaanesh only.
    50 DREAD BANNER Unit causes fear.
    50C BLASTED STANDARD 8" 2D6 S6. Must take panic test.
    Chaos unit led by a Champion of Tzeentch only.
    50C BANNER OF RAGE Unit subject to frenzy.
    Chaos unit led by a Champion of Khorne only.
    50 BANNER OF MIGHT +1 to hit in hth.
    50U BANNER OF DOOM Enemies within 6" suffers -1 Ld.
    50 BANNER OF DEFIANCE Doubles rank bonus.
    50 BANNER OF ARCANE PROTECTION Dispel on 4+. Undead/Daemon unit suffers
    1 wound if in base to base.
    65OG MORK'S WAR BANNER Dispel 4+. Wizard/Shaman toughing unit killed.
    75S SACRED STANDARD OF THE HORNED RAT Ld 10. Absorbe power cards from enemy spells
    cast on the unit on 4+.
    75U HELL BANNER Enemies within 6" suffers -2 Ld.
    75 BANNER OF WRATH 24" D6 S4 no save.
    75B BANNER OF THE LADY OF THE LAKE Enemies lose rank bonus. If carried by Battle Standard
    the whole army can reroll failed Break test.
    75B BANNER OF RIGHTEOUS RETRIBUTION Missiles are reflected and turned
    back. 2D6x10". Exhausted on 1 or 2.
    100 STORM BANNER No creatures may fly. Flying creatures must
    land and move randomly 3D6". Shooting
    range are halved. D6 in each turn. Effects end
    on 6. One use only.
    100 BATTLE BANNER +D6 combat result.
    100 BANNER OF ARCANE WARD. 2+ dispel. If dispel 4+ reflect. Choose unit
    within 24" 4D6.


    VII.Wizard Arcana

    25 WARRIOR FAMILIAR If its master is attacked, the familiar will
    interpose itself between him and his attacker,
    who must fight the familiar. The familiar
    always strike first.
    25S STORM-DAEMON +1 S two handed. 24" D6 S5 No save. Exhausted
    on 1 or 2.
    Skaven Warlock Engineers only.
    25 ROD OF POWER Stores up to 3 power cards, lose cards if D6 less
    then # of cards.
    25 DISPEL MAGIC SCROLL Automatically dispel any spell, use once.
    25B CRYSTAL OF MALFLEUR D6 each. If higher bearer can see all but one of
    enemies winds of magic cards.
    25L AMULET OF XAPATI Dispel 3+. If dispel free spell cast at point cost
    of enemy spell.
    Slaan Mage Priest only.
    30 POWER SCROLL Power one spell for free. One use only.
    30 POWER FAMILIAR May store 1 power card.
    35 SKULL STAFF +1 to dispel, reveal enemy magic items within 12".
    35C SKULL OF KATAM Cast spells with 1 point less power. For each
    use -1 Ld. If Ld test fails wizard insane.
    35S SEER STONE Extra power card gives +D6" range on spell.
    35C GOLDEN EYE OF TZEENTCH Models in base to base must take Ld test. If
    fails then transfixed and may not fight.
    Chaos Sorcerers of Tzeentch only.
    35 CHALICE OF SORCERY Take extra magic card, lose wound on a 6.
    35C CHALICE OF CHAOS 1: Chaos Spawn 2-3: enemy -1 card 4-5: +1 card
    6: May end magic phase.
    40 SKULL WAND OF KALOTH In hth if hit enemy Ld test or die.
    50S WARPSTORM SCROLL Spell all flying high creatures suffers D6 S6
    hits and forced to the ground. One use only.
    50 WAND OF JET Spells cost 1 less power, exausted on 1 or 2.
    50 STAFF OF OSIRIS Cast line 18", S6 hit D3 wounds, if killed
    continues path, exhausted on 1 or 2.
    50 STAFF OF LIGHTNING 24" D3 S6 hits, no save. Exhausted on 1 or 2.
    50 STAFF OF FLAMING DEATH Cast on unit within 24" D3 S4 hits, if casualties
    take panic test.
    50U STAFF OF DAMNATION Cast on all Undead within 36", extra actions,
    Exhausted on 1 or 2.
    Necromancer, Liche or Vampire only.
    50 SPELL FAMILIAR +1 spell.
    50S SKAVEN WARPSCROLL Unit within 24". Each model S3 hit. Causes
    panic test. One use only.
    50 POTION OF KNOWLEDGE Cast spells for no cost. On 1 or 2 hit has stopped
    working. On a further 1 wizard gets stupid for
    the rest of the game.
    50L PLAQUE OF DOMINION Spell last one turn. All Lizardmen strike first.
    50 DESTROY MAIGC SCROLL Automatic dispel, destroys spell on 4+. Spell
    from item destroyed on 6.
    50 CLOAK OF MISTS AND SHADOWS Cast Necromantic spel "The Dark Mist", once
    per magic phase.
    50C CHAOS FAMILIAR once per turn may add or subtract 1 from die
    roll by wizard.
    50 BOOK OF SECRETS May cast spells at no cost, each time it is used
    reduce D6 characteristic points.
    50 BOOK OF ASHUR +1 magic level (no higher then 4), spell card
    from any deck.
    50L BANE SHIELD Nominate character, on 5+ he are "baned"
    and cause double wounds.
    75 SWORD OF UNHOLY POWER May cast one spell in magic face at no cost.
    Roll D6 on equal or less of spell cost exhausted.
    Wizards withDark and Necromantic spells only.
    75 FORBIDDEN ROD Cast spells for free and they count as total
    power. Each time used wounded on 4+, no
    save. Not even for special save.
    100U TALON OF DEATH All living creatures in base to base suffers
    1 wound.
    100U BOOK OF NAGASH +1 magic level.
    Undead Necromancer only.
    125H WAR CROWN OF SAPHERY Raise magic level form 4 to 5.
    High Elf Mage lord only.