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General Rules:
- No more than 10% of the value of your army may be made up of
magic items;
- Any model may take a magic item, however no model may take more
than two items;
- No two items held by the same model may modify or grant the
same ability, skill or attribute;
- No army may have more than one of any item on this list, with
the exception of Scrolls and Healing Potions;
- Players are not required to reveal their magic items prior to
using them, however certain items, like flying carpets, Magic
Altars and Cauldrons will naturally be visible to your opponent
and should be announced at the beginning of the game;
- The C.E.R. of magical weapons may not be modified by the bearer's
dexterity or skills. Use the C.E.R. of the weapon
only;
- The Damage cause by magical weapons may not be modified by the
bearer's strength or skills. Use the damage of the weapon
only;
- When giving a model magic armor, replace the model's entire
absorption and Evasion stats (including any bonuses the model
had for skills or attributes) with the magic armor's absorption
and evasion;
- Directing the affects of a magic item at a unit or model does
not cause it to activate unless the target would otherwise be
activated by the bearer's actions (i.e., casting magic spells
has the same effect as attacking with projectiles);
- Magical affects lasting longer than one turn are not dispelled
if the bearer is killed, is routed or surrenders;
- "Absorption," "Evasion" and "Fate"
have their ordinary meaning and unless otherwise noted refer to
the item itself. If no such attributes are given for an
item, it may not be attacked or destroyed in this manner;
- "Type" refers to whether an item is "(N)atural,"
"(E)xtranatural," or "(S)upernatural," as
those terms are defined in Miracles and Hexxes, the second volume
of the Battlestorm game system. This will become relevant
in situations including, but not limited to, an item being opposed
by a wonder, attacked by an ethereal being, or cursed by a hexx.
The following is a generic, non-race or army specific
list of magic items:
Movement
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Boots of Quickness |
35 points |
Add 5" to bearer's Footspeed. |
E
|
|
|
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| Elixir of Teleportation |
Multiply total cost of bearer (including
any other magic items) by 2 |
Bearer may move to any place on the table
in its activation phase. One use only. |
E
|
|
|
|
| Magic Carpet |
55 points |
Bearer can use carpet as a mount and fly
12"/turn. Bearer gains no bonus for charging. |
E
|
1d4
|
20
|
2
|
| Wondrous Ladder |
10 points |
When this small token is thrown on the
ground before a wall or obstacle it will turn into a ladder
tall enough to reach the top. The ladder is wide enough for
only one model. |
E
|
1d4
|
0
|
4
|
| Orc Canyon-Water |
40 points |
A unit drinking this specially prepared
Canyon-Water may avoid the penalties associated with running
in consecutive turns. One use only. |
N
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|
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| Something Fishy |
10 points. |
Bearer may move across any body of water
without penalty and breath normally, even under water. |
E
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Combat
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Amulet of Luck |
45 points |
Bearer gains +1 Attack per round with any
weapon used. |
E
|
|
|
|
| Bracers of Power |
20 points |
Add a d6 to bearer's damage dice for every
attack made, regardless of weapon type. |
S
|
|
|
|
| Gauntlets of Power |
35 points |
Add 2d4 to bearer's damage dice for every
attack made, regardless of weapon type. |
S
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| Herald of Destruction |
100 points |
Add a d6 damage dice to each model in an
affected unit (i.e., a formation of 2 or more models) for
every attack made, regardless of weapon type. Standard
Bearers Only. |
S
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|
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|
| Shockblade |
50 Points |
C.E.R. 3. Damage 2d6. If this
blade wounds it will also inflict an electrical shock on its
victim. Victim must roll 2d20 less than or equal to VIT,
or be stunned for one round. |
E
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|
|
|
| Bloodsword |
55 Points |
C.E.R. 3. Damage 2d6. In any
d100 critical hit roll caused by this blade the player
may wait until after rolling the dice to declare which d10
represents the 10's . |
E
|
|
|
|
| Sword of Accuracy |
20 points |
C.E.R. -5. Damage 2d6. |
E
|
|
|
|
| Lance of Elders |
25 points |
C.E.R. -5. Damage 1d12. Bearer
may add the Strength bonus from his mount when charging,
as usual, but not his own damage modifiers. |
E
|
|
|
|
| Mokksaxe |
75 points |
A limited number of these were constructed
for a circle of kernigs in the days of legends. Dwarves
cherish and revere these weapons as touchstones to their glorious
past. C.E.R. of -15. Damage 4d4. |
E
|
|
|
|
| Bow of Striking |
45 points |
C.E.R. -5 Damage d10+d6. 30"
range. |
E
|
|
|
|
| Sword of Smiting |
75 points |
C.E.R. 5. This sword does a normal
2d6 of damage, plus an additional d6 of damage which ignores
absorption. |
S
|
|
|
|
| Gloves of the Leper |
65 points |
Reputedly constructed from the hide of
a twisted and evil leper. C.E.R. 0. Wearer may
touch one victim with his hand per turn, and may make no other
attacks in that turn. Victim will looses 1 point of Vitality
immediately from disease, and an additional point of Vitality
in every subsequent turn unless healed. |
S
|
|
|
|
| Ethereal Sword |
55 points |
C.E.R. 3. Damage 2d6. Damage
from this sword ignores the victim's absorption. |
E
|
|
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| Snake Charm |
65 points |
When activated bearer may make one biting
attack, forfeiting all of his other attacks. C.E.R. 0. The
bite does 1d8 of damage. If any damage is scored, victim
must pass a 2d20 Vitality check or immediately take an additional
d30 of poison damage (no absorption allowed). |
S
|
|
Bearer is -5 during use. |
|
| Unicorn Sword |
95 Points |
This sword's blade is made from the horn
of a unicorn. C.E.R. 3. Damage d30. Roll
any critical hits twice and keep the higher number. Bearer
is incapable of hitting a unicorn with this weapon, and may
not be part of any army containing a unicorn. Unicorns
are -5 to their C.E.R. when attacking the bearer of this weapon. |
N
|
|
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Protection and Healing
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Billenta Foley's Plate |
45 points |
Magic Plate Armor constructed by the famed
Grand Master Armorer Billenta Foley, confers 2d10 of absorption.
Evasion 12. Man-sized. May not be worn by large
models or Berserkers. May not be worn by models with a Caste
lower than 19. |
E
|
|
|
|
| Armor of Grail Knights |
80 points |
3d12 armor save. Evasion 8. Man-sized.
May not be worn by large models or Berserkers. May not
be worn by models with a Caste lower than 19. |
N
|
|
|
|
| Mirror Armor |
75 points |
Evasion 10. This armor will always
allow the bearer to roll exactly the same number and type of
Absorption dice as the attacker's Damage dice. As always, unlike
Damage dice, absorption dice rolled are not open-ended. This
armor is man-sized. May not be worn by large models or
Berserkers. |
E
|
|
|
|
| Armor of Luck |
35 points |
Bearer may re-roll any set of Absorption
dice for his armor, once per game. He must choose the
second roll over the first. |
S
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|
|
|
| Helm of Protection |
25 points |
Add 1d4 to bearers Absorption. Unlike
normal Absorption dice, this die is open ended, and thus should
be re-rolled and its result added to the total on any roll of
"4". This helm is man-sized. May not be worn
by large models or Berserkers. Add +1 to the C.E.R. Of a model
wearing this helm. |
S
|
|
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| Astral Cloak |
15 points |
This cloak, while functioning as a
normal cloth garment in the Material Plane, has the qualities
of plate armor on the Astral Plane. 2d10 Absorption vs.
ghosts, wraiths and other non-coporeal enemies. |
E
|
|
|
|
| Ether Armor |
35 points |
Evasion 4. This suit of plate armor exists
equally in the Material Plane and the Ethereal Plane. It
offers 2d10 Absorption against both ordinary attacks as well
as 1d8 Absorption against ghosts, wraiths and other non-coporeal
enemies. May not be worn by models with a Caste lower
than 19. |
S
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|
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| Rejuvenation Potion |
10 points |
Bearer may restore 1d6 points of fate to
self or any model in base contact at the start of bearer's activation
(before any combat). One use only. Fate cannot be increased
beyond the model's original profile. |
N
|
|
|
|
| Healing Potion |
10 points |
Bearer may restore 1d6 points of Vitality to
self or any model in base contact at the start of bearer's activation
(before any combat). One use only. Vitality cannot
be increased beyond the model's original profile. |
S
|
|
|
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| Gnomish Wine |
15 points |
Bearer may drink this wine at the start
of the game and become immune to the effects of Fear. |
N
|
|
|
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| Fire Shield |
5 points |
Bearer may absorb a total of 20 points
of damage from fire or bangpowder attacks without damage. After
these 20 points are used, the shield will shatter. |
E
|
+1 to bearer's absorption as per normal
shield until item shatters. |
|
|
Tests and Trials
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Shield of Despair |
55 points |
Enemies in combat with bearer must test
3d10 vs. their Will or they may not attack any models in that
turn. The affected model is -5 to its evasion while under
item's influence. |
S
|
+1 to bearer's absorption as per normal
shield |
|
|
| Battlestorm Drums |
65 points |
One unit(i.e., a formation of 2 or more
models) per turn within the command radius of the model the
bearer-musician is attached to may roll a Courage test on 2d10
instead of 3d10. A player must declare that he is
using this item before rolling the Courage test. Musicians only. |
N
|
|
|
|
| Mask of Wretchedness |
35 points |
Bearer has a Fear Value of 2.
(Replaces any fear value a model may already have. Not
cumulative.) |
S
|
+1 to bearer's absorption (may be worn
with a helm). |
|
|
| Magic Flute |
40 points |
Monsters (not including dragons) within
12" must test against Will on 2d10 or be charmed by the
pipe's music. A charmed monster must thereafter roll 1d6
in each of its turns: 1-3 owner player controls, 4-6 enemy player
controls. Musicians only. |
N
|
|
|
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| The Book of Riddles |
25 points |
Bearer may target any model within 12"
having a Leadership Stat of 2 or more. The target model
may take no further action until it passes either an Intelligence
or a Leadership test vs. 2d10. One attempt to save may
be taken in each turn. If model is attacked or shot
at while affected, the spell will be broken. Bearer may not
use the Book while in combat. Only one model may be affected
by the Book at a time. |
N
|
|
|
|
| Test of Honor |
30 points |
Enemies in combat with bearer and bearer's
unit must roll 1d10 vs. their Caste in each activation or forfeit
all attacks for that turn. Use the lowest Caste in
the unit. Bearer and bearer's unit may freely disengage from
an affected target unit. |
S
|
|
|
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| Staff of Reflecting |
35 points |
Bearer holds up item before one enemy unit
or model per turn within 12". Target must roll 1d10
less than or equal to its Charm. Use the lowest Charm
in the unit. Upon failure, target unit forfeits all of its remaining
actions in the turn. |
S
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|
|
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| Potion of Courage |
25 points |
Bearer raises his courage by 4 points,
while also increasing C.E.R. by +2 and lowering evasion by -2.
The effects will last for a d6 turns. |
N
|
|
|
|
| Holy Water |
45 points |
Bearer may sprinkle this water on one enemy
unit or model per turn within 6". Target is confronted
by supernatural forces and must roll 2d10 less than or
equal to its Piety. Use the lowest Piety in the unit.
Upon failure, target models are burned, taking a d10 of damage. |
S
|
|
|
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| Book of Insight |
25 points |
Bearer gains insight into the tactics of
his opponent, accumulating 3d10 initiative points at the start
of the battle. As many or as few of these points may be added
to the player's initiative dice after both players have rolled
for initiative, until they are all used up. Generals or Marshalls
with Battle Tactics already know everything in this book and
thus cannot benefit from it. |
N
|
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Religious Artifacts
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Holy Ark of Grodnus |
55 points |
A holy altar which may be brought to battle
for purposes of performing a ritual and calling for a miracle
(no construction time need be spent). This Ark may be moved
up to 2" per turn, however it can't use it to call for
a wonder while it's being moved. |
S
|
2d6
|
0
|
10
|
| Holy Chalice |
55 points |
A thurmaturge's Altar which may be brought
to battle for purposes of performing a ritual and bringing about
a wonder (no construction time need be spent). This Ark may
be moved up to 2" per turn, however it can't use it to
call for a wonder while it's being moved. |
S
|
2d6
|
0
|
10
|
| Damian's Cauldron |
55 points |
A caldron which may be brought to battle
for purposes of performing a ritual and casting a hexx (no construction
time need be spent). This Ark may be moved up to 2" per
turn, however it can't use it to call for a wonder while it's
being moved. |
S
|
2d6
|
0
|
10
|
| The Golden Tether |
65 points |
A thaumaturge, shaman, witch, priest or
equivalent may move up to 6 inches from his or her altar or
cauldron and still be able to call for a Wonder. |
E
|
|
|
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| Staff of Time |
50 points |
Bearer may re-roll any faith die roll.
One use only. |
E
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|
|
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| Book of Faith |
60 points |
Bearer may use this talisman to reduce
the faith die type for a Wonder, as follows: a d20 faith die
would actually require the roll of a d12, a d12 would be reduced
to a d10, a d10 to a d8, a d8 to a d6, a d6 to a d4. This
Talisman will not affect faith dice smaller than a d6 or larger
than a d20. One use only. |
S
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|
|
|
| Book of Ambits |
Multiply total cost of bearer (including
any other magic items) by 50% |
A thaumaturge, shaman, witch, priest or
equivalent may call for two Wonders in a turn (provided
he still has indulgence or tolerance remaining). Each
time the book is used the bearer must pass a test against Will,
or loose one point of Vitality. |
|
|
|
|
| Scroll of Befuddlement |
35 points |
May be read once per game at any time to
stop an enemy Spell, Hexx, Miracle, PSI discipline or Wonder
from working. One use only. |
S
|
|
|
|
| Scroll of Enfeeblement |
60 points |
May be read once per game at any time to
stop an enemy Spell, Hexx, Miracle, PSI discipline or Wonder
from working. Enemy Thaumaturge, Priest or equivalent must roll
2d20 under Piety, or loose one indulgence/tolerance. One use
only. |
S
|
|
|
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| Test of Faith |
55 points |
Bearer may force a Thaumaturge, Priest
or equivalent to re-roll a successful faith die. |
S
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|
|
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| The Black Icon |
85 points |
An Enemy Spell, Hexx, Miracle, PSI discipline
or Wonder cast at the bearer or unit he is in will be nullified.
Enemy Thaumaturge, Wizard, Priest (or equivalent) must
roll 2d20 under Piety, or loose access to the Spell, Hexx, Miracle
or Wonder for the remainder of the game. One use only. |
S
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Magical Vision
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Vision Goggles |
30 points |
A model wearing these spectacles will be
able to see in darkness, as if it were daytime. |
N
|
|
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| Blessed Blade |
30 points |
This magic dagger will point the way to
any invisible troops within 6 inches of the bearer. The
dagger will communicate the number and type of such troops to
the bearer with its glowing blade. |
E
|
|
|
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| Revealing Lantern |
35 points |
The bearer will be able to see any hidden
troops around him. The range of this item is equal to half the
bearer's Intuition (rounded down) in inches. |
E
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|
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Anti-Magical
| Name |
Combat Value |
Magical Properties |
Type |
Absorption |
Evasion |
Fate |
| Cursed Scroll |
50 points |
Bearer may target any one enemy magic item
within 18". Roll a d100 vs. target item's value. If
roll exceeds value, target item will loose all of its beneficial
magical properties. One use only. |
S
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Last Updated: January 28, 1999
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