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Common Magic Items

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These are the common magic items

This is no longer out of dateEdit

Type Cost Name Description
Common Magic
Weapon 60 Giant Blade Strength +3
Weapon 60 Sword of Bloodshed Attacks +3
Weapon 50 Obsidian Blade No armor saves allowed
Weapon 40 Ogre Blade Strength +2
Weapon 40 Sword of Strife Attacks +2
Weapon 35 Fencer's Blades Paired weapons, weapon skill 10
Weapon 30 Sword of Anti-Heroes Strength +1 and Attacks +1 for every character in base contact with bearer or his unit
Weapon 25 Spellthieving Sword Wizards suffering a wound lose one random spell per wound
Weapon 25 Sword of Swift Slaying Always Strikes First
Weapon 20 Sword of Battle Attack +1
Weapon 20 Berserker Sword Permanent Frenzy
Weapon 20 Sword of Might Strength +1
Weapon 15 Gold Sigil Sword Initiative 10
Weapon 15 Sword of Striking To hit +1
Weapon 10 Biting Blade Armor save -1
Weapon 10 Relic Sword Always wound on 5+ or lower
Weapon 10 Shrieking Blade Bearer causes fear
Weapon 5 Tormentor Sword Monster or character suffering a wound has Stupdity for the rest of the game
Weapon 5 Warrior Bane Monster or character looses one Attack for each wound suffered
Armor 50 Armor of Destiny Heavy armor (5+); Ward save (4+)
Armor 50 Trickster's Helm Armor save +1; successful rolls to wound must be re-rolled
Armor 45 Armor of Silvered Steel 2+ armor save cannot be improved
Armor 35 Armor of Fortune Heavy armor (5+); Ward save (5+)
Armor 30 Helm of Discord Armor save +1; at start of each Close Combat phase one enemy character in base contact with bearer or his unit must pass a leadership test or he will not attack and will be hit automatically
Armor 25 Glittering Scales Light armor (6+); -1 penalty to hit bearer in close combat
Armor 25 Shield of Ptolos Shield (armor save +1); bearer has 1+ armor v. shooting
Armor 20 Spellshield Shield (armor save +1); magic resistance (1)
Armor 20 Gambler's Armor Heavy armor (5+); Ward save (6+)
Armor 10 Dragonhelm Armor save +1; Ward save (2+) v. flaming attacks
Armor 5 Enchanted Shield Shield (armor save +2)
Armor 5 Charmed Shield Shield (armor save +1); one use only; first hit suffered is discounted on a 2+
Talisman 45 Talisman of Preservation Ward save (4+)
Talisman 45 Obsidian Lodestone Magic Resistance (3)
Talisman 30 Talisman of Endurance Ward save (5+)
Talisman 30 Obsidian Amulet Magic Resistance (2)
Talisman 25 Dawnstone Bearer may re-roll failed armor saves
Talisman 15 Opal Amulet One use; Ward save (4+) against first wound suffered
Talisman 15 Obsidian Trinket Magic Resistance (1)
Talisman 15 Talisman of Protection Ward save (6+)
Talisman 10 Seed of Rebirth Regeneration (6+)
Talisman 5 Dragonbane Gem Ward save 2+ v. flaming attacks
Talisman 5 Pidgeon Plucker Pendant Ward save 5+ v. close combat wounds from fliers
Talisman 5 Luckstone One use; re-roll a single failed armor save
Banner 55 Rampager's Standard Unit may re-roll it's charge distance dice
Banner 50 Wailing Banner Unit causes Terror
Banner 50 Ranger's Standard Unit has the Strider special rule
Banner 45 Razor Standard Unit has Armor Piercing special rule
Banner 35 War Banner Unit adds +1 combat resolution
Banner 15 Banner of Swiftness Unit has +1 Movement
Banner 15 Lichebone Pennant Unit has Magic Resistance (1)
Banner 15 Standard of Discipline Unit has +1 Leadership but cannot use General's leadership
Banner 10 Banner of Eternal Flame Unit has Flaming Attacks
Banner 5 Gleaming Pennant One use; unit may re-roll its first failed Leadership test
Banner 5 Scarecrow Banner Unit cause Fear in models with Fly special rule
Arcane 70 Book of Ashur Bearer casts and dispels at +1
Arcane 50 Feedback Scroll One use; when enemy spell is cast roll a dice for every dice used to cast the spell - on a 5+ the caster takes a wound, no armor saves allowed
Arcane 50 Scroll of Leeching One use; when enemy spell is cast a dice is added to the bearer's dispel pool for each dice used to cast the spell (max 12)
Arcane 50 Sivejir's Hex Scroll One use; when enemy spell is cast the caster is turned to a frog (all characteristics changed to 1 except wounds; all wizard functions and magic items stop working) unless he rolls less than or equal to his wizard level; spell disipates on a roll of 4+ - test on start of caster's magic phases
Arcane 35 Power Scroll One use; caster gets irresistable force (and miscast) on any double
Arcane 35 Wand of Jet One use; bearer can add D6 to casting roll after casting dice have been rolled; may cause irresistable force (and miscast)
Arcane 35 Forbidden Rod One use; adds D6 dice to power pool and inflicts D3 wounds on bearer (no armor save)
Arcane 35 Staff of Sorcery Bearer gains +1 to dispel
Arcane 25 Trickster's Shard One use; use at start of bearer's magic phase; each dispel may cause a wound on the dispeling wizard on a 5+ (no armor save)
Arcane 25 Earthing Rod One use; bearer can re-roll result on miscast table
Arcane 25 Dispel Scroll One use; automatically dispels one enemy spell; not usable against irresistable force or Remains in Play except when cast
Arcane 20 Power Stone One use; adds 2 dice to casting roll (requires 1 from pool)
Arcane 15 Sceptre of Stability One use; bearer can increase dispel attempt by D6
Arcane 15 Channelling Staff Wizard adds +1 to channeling attempts
Arcane 15 Scroll of Shielding One use; target unit gains 4+ ward save against wounds caused by spell being cast
Enchanted Item 100 Wizarding Hat Level 2 wizard; randomly chosen spell lore; Stupidity
Enchanted Item 100 Fozzrik's Folding Fortress Before deployment the bearer can place a standard building in his deployment zone

Enchanted

Item

50 Arabyan Carpet Infantry or monstrous infantry model on foot only; bearer can Fly but cannot join units

Enchanted

Item

35 Crown of Command Bearer is Stubborn

Enchanted

Item

35 Healing Potion One use; drunk at start of player's turn; drinker recovers D6 wounds lost in battle

Enchanted

Item

35 Featherfoe Torc Flying creatures (and their riders) must re-roll successful to-hit against bearer and unit in close combat
Enchanted Item 25 Ruby Ring of Ruin Bound spell (3); Fireball spell (see Lore of Fire)

Enchanted

Item

25 The Terrifying Mask of EEE! Bearer causes Terror; others may not use his Leadership

Enchanted

Item

20 Potion of Strength One use; drunk at start of any player's turn; drinker has +3 strength until the end of the turn

Enchanted

Item

20 Potion of Toughness One use; drunk at start of any player's turn; drinker has +3 toughness until the end of the turn

Enchanted

Item

15 The Other Tricker's Shard Models in base contact with bearer (friends and foes) must re-roll successful ward saves

Enchanted

Item

5 Ironcurse Icon Bearer and unit gain 6+ ward against war machines

Enchanted

Item

5 Potion of Foolhardiness One use; drunk at start of any player's turn; drinker has Immune to Psychology and Devastating Charge until the end of the turn

Enchanted

Item

5 Potion of Speed One use; drunk at start of any player's turn; drinker has +3 initiative until the end of the turn

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