The Enchanted Items category includes all manner of wonderful artefacts too unique or specific to be included in another category. They are often amongst the most prized magical items to possess.
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building no more than 10x10 cm in base size in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik's Folding Fortress.
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items.
The Crown of Command has been worn in countless battles. Anyone wearing the Crown of Command gains the authority and charisma of a mighty leader, instilling in their subjects an unbreakable courage.
The Crown of Command gives the bearer and any unit they join the Stubborn special rule for as long as the bearer remains with the unit.
The Ruby Ring of Ruin is made of arcane sigils and set with a cluster of rubies.
Bound spell, Power level 4. The Ruby Ring of Ruin contains the Fireball spell from the Lore of Fire.
The Lifestone of Ashraaz is jet black gem that is worn round the neck of its bearer. When invoked, a beam of light shoots out of the stone and bathes the bearer and their opponent in a pool of yellow light. When the light fades the bearer's wounds have been magically transferred to his enemy.
One use only. The Lifestone of Ashraaz can be used at the start of any close combat phase. The bearer can swap his current number Wounds with the current number of Wounds of any one enemy model in base contact. The effect lasts the remainder of the game.
When the spell contained in the Orb of Thunder is released the sky darkens and a pall of black thunder clouds covers the battlefield. The upper reaches of the sky are thrown in turmoil, and the clouds form a barrier to flying creatures. When the Orb's spell is cast the roiling layer of magical storm cloud makes it impossible for flying creatures to fly high into the air.
Bound Spell, Power Level 4. Remains in play. The Orb of Thunder contains a hex spell that effects all models with the Fly special rule. When cast, no models may use their Fly special rule and must move on the ground at their normal Movement rate.
Infantry models on foot only. The owner of this magical carpet has the Fly (10) special rule. However, they cannot join units.
A potion of wyrmwood bark and powdered Unicorn horn, mixed in a golden bowl at the winter equinox. This potion knits bones, seals flesh and stauches the flow of blood from mortal wounds.
One use only. The Healing Potion can be drunk at the start of the controlling player's turn. The model immediately recovers D3 Wounds (ignoring any additional Wounds from mounts) up to their starting value.
A shard of blackest night said to be a prison for the partial essence of the Trickster himself. Any close to it may be undone by its troubling aura.
The bearer, and all units in base contact with them (friend and foe) must re-roll successful ward saves.
Never look upon the Terrifying Mask of Eee, you don't know what you might see!
The wearer of this mask causes Terror. However, other models can never use their Leadership.
This elegant pair of magical suede boots allows the wearer to float about an inch or so above the ground and move with unerring speed. The wearer can dart across the battlefield, their outline shimmering with magical energy.
Model on foot only. The Boots of Flight gives the wearer Movement 10 as well as the Strider and Swiftstride special rules.
The Potion of Speed is a warm blue liquid that is kept in a small vial until such a time as it is truly needed. When drunk, it blesses the imbiber with a boost of preternatural speed.
One use only. The Potion of Speed can be drunk at the start of any phase. The character gains +D3 Attacks until the end of the turn.
A potent magical brew created from Troll blood and the heart of a Griffon. The sludgy black liquor in this stern glass flask is a Potion of Strength, allowing the drinker to cause devastating damage.
One use only. The Potion of Strength can be drunk at the start of any phase. The character gains +D3 Strength until the end of the turn.
Those that consume a Potion of Toughness find their skin hardening as swords and arrows glance off their body, even on parts not covered by armour!
One use only. The Potion of Toughness can be drunk at the start of any phase. The character gains +D3 Toughness until the end of the turn.
This enchanted item – made from the cannonball that killed infamous Necromancer Gabriel Dumort – grants the wielder advantage when facing the missile attacks of war machines.
The character (and any unit they are with) gain a Ward Save (6+) against war machine weapons.
A Warrior Familiar is a familiar that accompanies its master and fights to protect them. This magical bodyguard usually takes the form of a diminutive warrior or a tiny monstrous creature.
The model gains an additional Strength 3 Attack. This does not benefit from any weapon used by the character. You may still take another Enchanted Item in addition to the Warrior Familiar, and it also does not count against the maximum points limit of magic items normally allowed for the character.