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
Wrought from purest Ithilmar, in the strong hands of a Chracian champion, this axe can cleave the skull of even the foulest beast with a single stroke.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+3 | -4 | - |
Notes: The Woodsman's Axe may only be taken by models in a Chracian Warhost Army of Infamy.
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 | - | - |
Crafted from a single piece of rare silverwood and gifted to lanor of the Sea Guard by Finubar himself, this mighty bow is rumoured to be capable of sinking ships!
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
30" | 5 | -3 | - |
Notes: The Bow of the Seafarer counts as a Bow of Avelorn. The Bow of the Seafarer shoots like a bolt thrower, using the Through & Through special rule.
Forged from the metal of a fallen star, this weapon's graceful lines belie the formidable power it grants its wielder.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+3 | -4 | - |
Notes: Models whose troop type is cavalry or monster only. The Star Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
Forged in the crushing depths and honed by crashing waves, this gleaming blade strikes with the unstoppable power of the ocean itself.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: The Blade of Sea Gold may only be taken by models in a Sea Guard Garrison Army of Infamy.
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
Decorated with glittering gems set in deepest blue lacquer, the Armour of Stars is a wonder to behold.
Models whose troop type is infantry or cavalry only. The Armour of Stars is a suit of heavy armour. In addition, the wearer is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
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.
A highly polished shield inlaid with swirling patterns, the Golden Shield dazzles the foe.
The Golden Shield is a shield. In addition, any enemy model that directs its attacks against its bearer during the Combat phase must re-roll any rolls To Hit of a natural 6.
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
This gem-studded circlet radiates an aura that protects its wearer from harm.
The wearer of the Circlet of Atrazar has +1 Wound on their profile. In addition, if the bearer's troop type is infantry or cavalry, they have a +1 modifier to their Toughness characteristic.
This bundle of incense, blessed by the wardens of the Shrine of Asuryan, will burn for days, wreathing its bearer with the scented smoke of the temples.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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
Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it.
A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic.
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 Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard.
If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file i.e., the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks.
The fabric of this banner is steeped in magical energies and interwoven with powerful charms.
Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance.
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 silken standard fills the hearts of those that fight beneath it with confidence.
A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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.
About this delicate and unadorned silver amulet the Winds of Magic boil with a storm's fury, confounding the wits of enemy Wizards.
The Amulet of the Tempest may only be taken by a model in a Sea Guard Garrison Army of Infamy. Whilst within 9" of the bearer of the Amulet of the Tempest, enemy Wizards cannot add their Level of Wizardry to their Casting rolls.
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.
The Elves of Ulthuan are known for their skill at crafting magical rings, and black iron Rings of Fury are popular amongst Elven warriors.
The wielder of a Ring of Fury can cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 2.
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.
Enchanted by Celaer in the reign of Bel-Korhadris, these small gems are awarded by the Phoenix King to the boldest heroes of Ulthuan in recognition of their bravery.
A Gem of Courage may only be taken by a model in a Chracian Warhost Army of Infamy. Single use. Once per game, when required to make a Break test, the bearer of a Gem of Courage (and their unit) may roll an extra D6 and discard the highest result.
Arcane Items
Hewn from a shattered Waystone, the Vortex Shard has the power to becalm the Winds of Magic.
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. In addition, all Remains in Play spells currently in play are dispelled, including spells cast by friendly Wizards.
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.
Though the pendants worn by devotees of Loec the Trickster are simple, they are loaded with power.
Single use. A Wizard may use the Trickster's Pendant when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If the spell is dispelled, the Wizard that attempted to cast it cannot attempt to cast any more spells for the remainder of the current turn. However, if a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art.
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.
The Staff of Solidity absorbs and dissipates malign energy, protecting its wielder from harm.
Single use. Once per game, when the bearer of the Staff of Solidity is required to roll on the Miscast table, they may choose not to.