The enchanted items category includes all manner of wonderful artefacts too unique or specific to be included in another category. Enchanted items are often amongst the most prized magical items a character might possess.
Note that a model can only consume a single potion (of any type) per Command phase.
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Crackling lightning fills the heavens with peril, grounding the creatures of the sky.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Arch-Lightning Rod may attempt to use it by making a Leadership test (using their own, unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet!
Models whose troop type is regular infantry or heavy infantry only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1.
This noxious brew allows those who risk drinking it a moment of godliness upon the battlefield.
Single Use. During the Command sub-phase of their turn, the bearer of the Potion of Fervour can consume it. Until the end of that turn, the model has a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Note that a model can only consume a single potion (of any type) per Command phase.
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
This pulsing crystal orb can syphon the Winds of Magic away from its bearer's enemies.
Single Use. The bearer of the Becalming Orb may cast the following Bound spell, with a Power level of 1:
Until your next Start of Turn sub-phase, enemy Wizards that are within 15" of the caster when attempting to cast a spell must increase that spell's casting value by 2.
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune To Psychology special rule.