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===Magic Items=== The Magic Items available to an Falmer army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model. Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with). ====Weapons and Staves==== Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Darkness: Weapon upgrade for +8 pts. Models hit are Blinded until the end of next turn. Weapon of Screeches: Weapon upgrade for +8 pts. Models hit by weapon re-roll successful casting of spells until the beginning of next turn. Weapon of Terror: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Terror are given a -1 modifier. This does not stack multiple times on the same unit. Flaying-Blade: This is a Dagger. Bearer's attacks have Absorb Health(6+) and Absorb Magicka(1 on a 4+). +10 pts. Spear of the Snow Prince: Artifact, Spear, Warmonger only. The relic of the great Snow Prince, the last of the Falmer heroes, a warrior without peer who defended Solstheim to the last against the armies of Ysgramor. Many northmen fell before it's ravages. This weapon was scavenged from the Snow Prince's tomb in the latter part of the 3rd era, and has never been seen since. The Spear of the Snow Prince is a Spear that strikes with +1 Strength, ignores armor, and models hit are Paralyzed until end of next turn. It counts as dealing Frost Damage. +60 pts. Any magic weapon may be made Poisoned(4+) for +6 pts, and this poison may be exchanged or upgraded further as normal. ====Armor and Shields==== Armor of Grime: Armor upgrade for +4 pts. Poisoned attacks get their normal re-roll to wound against Bearer, regardless of strength. Armor of Dwindling Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Shield of Blocking: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner. Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage. Woe Mask: Helm. This weeping mask grants its bearer +1 Mg and -1 WS. +5 pts. Ancestor Mask: Helm. This eerie ritual mask grants its bearer +2 Mg and -2 WS. Bearer Causes Fear. +20 pts. ====Other Items==== Shadow Pearl: Amulet. Bearer has Chameleon(+1). +15 pts. Star-Eater: Amulet. Enemies within 12" of Bearer gain no benefit from Guardian Stone Blessings. +15 pts. Duskbringer: Amulet. Enemies shooting at bearer's unit must do so as though Night Fighting were in effect. +30 pts. Grappleblade: Enemies attempting to flee from bearer's unit get -2 to their roll to break away. +15 pts. ====Consumables==== Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn. Scrolls: Scrolls are available for all spells in the army spell list. Scroll of Cast on 4+ or Lower Spell: +5 pts Scroll of Cast on 5-8+ spell: +10 pts Scroll of Cast on 9-12+ spell: +20 pts Scroll of Cast on 13-19+ spell: +30 pts Scroll of Cast on 20-25+ spell: +45 pts Scroll of Cast on 26+ or Higher spell: +60 pts Potions: The following potions are available to this army: Healing Brew: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Brew: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Noxious Medicine: Cures all Disease from caster's unit. Caster's unit is Paralyzed this turn. +6 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Flesh of Innocents: Bearer enters a Frenzied state when consumed. Bearer has -2 Leadership for the remainder of the game. +8 pts Glowing Mushroom: Bearer's Destruction spells strike at +1 Strength the turn this item is consumed. +10 pts.
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