This blade was crafted from the same crystal as the waystones stationed around the Wildwood. Within it are bound a host of nebulous entities, once the most feared denizens of that benighted place. These doomed creatures grant the Sprit Sword its power, for when the weapon draws blood, the wielder can command them to consume his opponent's very soul within their iridescent prison. There is no defence against such a fate save force of will. If the victim's mind is strong enough, he can perhaps resist the power of the sword, at least for a time, but no one can resist the Spirit Sword indefinitely. Only with a great effort of will can the bearer retain control over the Spirit Sword, for if his resolve is not strong enough, it will be his essence that the blade steals, not that of his foes.
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
The Spirit SwordURL Copied!
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Magic Weapon50 points
Armour saves cannot be taken against Wounds caused by the Spirit Sword. Furthermore, immediately when an enemy single model unit (that is not an Animated Construct) or Character suffers one or more unsaved Wounds from the Spirit Sword, both they and the wielder must roll 2D6 and add their respective Leadership values. If the wounded model's total is higher, or the totals are the same, nothing else happens. If the wounded model's total is lower, it immediately suffers a Wound which Ignores Armour Saves for each point by which its total was exceeded.