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Scrollhammer: Great Houses of Morrowind
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====Other Items==== A model may only have one amulet and one ring. Soulpinch Charm: (amulet) Models in base contact with bearer replenish 1 less Power Die when they normally replenish their power dice at the start of their turn. +3 pts. Amulet of Slow Falling: Bearer never has to make Dangerous Terrain Tests. +5 pts. Amulet of Crimson Despair: If bearer inflicts one or more casualties this turn, 1 Power Die is restored to him at the end of turn. +7 pts. Amulet of Balyna's Antidote: Bearer is Immune to Poison +15 pts. Amulet of Protection: Bearer has a 6+ ward save. +15 pts. Amulet of Barrier: Bearer has a 6+ armor save if he doesn't already have an armor save, and his armor save cannot be reduced to less than 6+. +15 pts. Ghost Charm: (amulet) Temple Only. Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts. Warden's Ring: Temple Only. Once during each of your turns, at any time, you may roll a d6. On the roll of a 6, dispel an ongoing effect from another unit within 12" of bearer. +5 pts. Ring of Flame/Frost/Shock Bite: Once per turn, bearer may re-roll a Power Die while attempting to cast a spell of the chosen element. You must abide by the second result. +9 pts. Thief Ring: Bearer has +1 Initiative. +10 pts. Ring of Resist Magic: Bearer has 6+ ward save( or +1 to his ward save) against spells. +12 pts. Ring of Transcendent Wisdom: Bearer gets +3 to attempts to cast Conjuration spells. +16 pts. Shadow-Weave Ring: Bearer has Chameleon(+2). This does not stack with the spell Shadow Weave. +20 pts. Ring of the Five Fingers of Pain: Artifact. Each round of combat, bearer may choose one modifier to be added to his attacks: +1 Strength, Poisoned(4+), +1 Attack and Flame damage, +1 Attack and Frost damage, or +1 Attack and Shock Damage. +25 pts.
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