These magic items are unique to High Elf Realms armies. These can be purchased by models within a High Elf Realms army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+3 | -2 | - |
To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | - | - |
Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
30" | S+1 | - | - |
Notes: The Reaver Bow counts as a Bow of Avelorn Avelorn. The wielder of the Reaver Bow may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots.
This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | - | - |
Notes: When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness.
Magic Armour
Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero.
The Armour of Caledor is a suit of full plate armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame.
May be worn with other armour. The wearer of the Dragon Helm improves their armour value by 1 (to a maximum of 2+). In addition, its wearer has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Talismans
Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory.
The bearer of the Loremaster's Cloak and any unit they have joined has a 4+ Ward save against any wounds suffered that were caused by a Magic Missile.
Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken.
Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.
Magic Standards
The heavy fabric of this banner is interwoven with powerful protective charms.
A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan's victories.
When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points.
The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner.
A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make.
This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy.
A unit carrying the Banner of Ellyrion gains the Move Through Cover special rule.
Enchanted Items
Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic.
Whilst within the Command range of the bearer, all Wizards (friend or foe) suffer a -1 modifier to their Casting and Dispel rolls.
In addition, during the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Null Stone by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of
any spells.
An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease.
The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer's Leadership.
A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic.
The Seed of Rebirth gives its bearer the Regeneration (5+) special rule.
Arcane Items
The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
Note that a perfect invocation cannot be dispelled.
Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it.
Once per turn, upon successfully casting a spell, the bearer of the Annulian Crystal can choose to forget that spell and immediately generate another (not including signature spells) in the usual manner.
Note that it is possible the Wizard might generate the spell they just forgot, or one forgotten in a previous turn. Consider it fate.
This slender wand is covered with many intricately carved lines of winding runes in an ancient script.
The bearer of the Silvery Wand knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard's Level.