Arcane items are items that enhance a Wizard's magical powers in some fashion. Only Wizards can purchase Arcane Items.
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
This staff greatly enhances the wielder's ability to harness the Winds of Magic, but with such power comes volatility, as one misspoken word during an incantation can lead to fatal consequences.
The bearer of the Rod of Might may apply a +1 modifier to any of their casting results. However, the bearer will suffer a miscast if a natural double 1 or 2 is rolled when making a Casting roll, rather than the usual natural double 1.
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog!
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard's Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Carved from brittle jet, this wand refines a Wizard's power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
With a gesture, the bearer of the Staff of Quietude calms the Winds of Magic, causing spells and conjurations to dissipate into the other.
During the Command sub-phase of their turn, the bearer of the Staff of Quietude can attempt to unleash its power by making a Leadership test. If this test is passed, all Remains in Play spells currently in play are dispelled, including spells cast by friendly models.
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore's signature spell).
When spoken aloud, the words upon this ancient scroll cause the Winds of Magic to bluster and the spells of the enemy to unravel.
Once per turn, the bearer of the Scroll of Disruption may re-roll a Dispel roll.
*Note all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items.
The scrolls left behind by the agents of Chaos have allowed many inquisitive sorcerers to make great leaps in their magical ability - but the price for such progress is yet to be determined.
0-1 per Wizard. Single use. The bearer may use this scroll instead of making a Casting roll. If they do, the spell is cast as if the caster had rolled the minimum casting value of the spell. Dispel rolls may be attempted as normal.
Reading aloud from a dusty tome of great age, the Wizard enunciates their spells with unrivalled clarity and precision.
Once per turn, the bearer of the Tome of Spellcraft may re-roll a Casting roll.
*Note all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items.
The daemonic familiars of Chaos are able to take on many forms, appearing as helpful assistants as they weave their deceitful webs of corruption.
The owner of an Infernal Familiar may select either Doombolt or Winds of Chaos addition to the other spells they know. However, should the Wizard ever suffer a miscast whilst casting the selected spell, they cannot cast it again for the remainder of the game in addition to any other effects from the Miscast table.
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Unfurling a scroll bearing runes of power can greatly increase the spell's power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Inert metal runs the length of the Wizard's staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.