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===Magic Items=== The Magic Items available to the Kingdoms of High Rock 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==== Atronach Staff. Staff. Once per game, at the start of your turn, caster may automatically summon a Frost Atronach. +24 pts. Sir.Hearthsley's Maul: Artifact, hand weapon. Grants the bearer +2S and +1 to hit. +30 pts. ====Armor and Shields==== Warded Field Plate: Artifact, Heavy Armor(5+). Increases the bearer's Ward save against magic by 2, but only once each turn. Should the bearer not already have a Ward save this confers a 5+ save against magic, which may only be taken once each turn. +15 pts. Silver-Lacquered Plate: Artifact, Heavy Armor(4+). Grants the bearer Regenerate(6+) and increases T against Werecreatures by 1. +25 pts. Mantle of the Conjurer: Artifact, robes. Grants the bearer +2 Magicka and removes the one-model limit for Summons. +40 pts. ====Other Items==== Pelt of the Vanquished: Artifact. Confers a 6+ save that can be combined with normal armor, up to 2+. It also gives the bearer +1 to their Ward save against magic. (Or a 6+ save against magic, should they not have one already.) +25 pts. Blood Chalice: Artifact (Witches/Warlocks only). A turn in which the character does not attack or move, or plan on attacking or moving, the Blood Chalice may be activated. This turn the bearer may re-roll three power die, in addition to those that a staff might confer. +30 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 except Summon/Necromancy spells. 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 Potion: Heals drinker on a d6 5+ on consumption. +5 pts Magicka Potion: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts Potion of Health: Heals drinker on a d6 2+ on consumption. +25 pts Potion of the Mind: Replenishes Power Dice up to drinker's Mg on consumption. May be consumed at any time. +15 pts. Potion of the Sea: Drinker treats water features as Open Terrain and gains a 6+ cover save from being in them this turn. +2 pts Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts Potion of Buoyancy: Drinker treats water features as Open Terrain this turn, and may march through water an additional d6". +2 pts Potion of Invisibility: Drinker is Invisible this turn. +12 pts Potion of Reflection: This turn, whenever an enemy shooting attack, melee attack or spell of any kind which would target or immediately effect drinker or drinker's unit, you may roll a d6. On a roll of 6, the attack or spell is negated, and unit from which it came takes a Strength d6 AP d6 hit. +5 pts Potion of Cure Paralysis: Remove all ongoing Paralysis and Chill effects from drinker's unit. +4 pts Potion of Cure Disease: Remove all ongoing Disease from drinker's unit. +4 pts Potion of Dispel: Remove all ongoing magical effects from drinker's unit. +10 pts Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts Potion of Element Shield: Choose Flame/Frost/Shock when purchasing this for your army list. Until end of turn, drinker gets a 6+ armor save if he does not already have an armor save, and a 4+ Ward Save against chosen element. +4 pts Potion of Strength: Drinker gets +1 S this turn. +4 pts Potion of Agility: Drinker gets +1 I this turn. +4 pts Potion of Intelligence: Drinker counts as having +1 Mg at the beginning of your next turn. +4 pts Potion of Endurance: Drinker gets +1 T this turn. +5 pts
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