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===Artefacts=== Artefacts are individual and have no base item. Any model may take up to 2 artefacts, but artefacts with Dominant cannot be taken together. *'''Book of Arcane Mastery:''' Dominant, Wizard Apprentices or Adepts only. The bearer's first casting attempt in each magic phase gets a +2 modifier, but rolling 1 or 2 on a single roll still counts as a fail. Handy for your wee wizard to actually throw some boosted spells around. *'''Crown of Autocracy:''' +1 discipline. If the bearer is general it is also worth +200 VP if they are slain. Generally a pass unless you really need high discipline in a unit or area (beast herds, vermin swarm). *'''Binding Scroll''' Max 2 per army. One use only, may be activated after siphon the veil (phase 3) of your opponent's magic phase. Pick an enemy model and select one attribute, bound or learned spell that model has access to; the selected model cannot cast that spell this phase. Only one scroll per player turn can be in play. Great for shutting down your opponent, especially if they rely on a single spell or only have a low level wizard. *'''Crown of the Wizard King:''' Cannot be taken on a wizard. During spell selection, randomly select a magic path (not just paths that are normally available to that race) and the bearer is a wizard apprentice in that path. The bearer cannot select the hereditary spell or take special equipment limited to wizards. *'''Magical Heirloom:''' Dominant, Wizards only. The wizard knows the H spell in addition to it's other known spells and it can never be lost. Means you can have wizards that know 5 spells. *'''Talisman of Shielding:''' Bearer gains Aegis (5+). A nice little defensive buff, and relatively cheap too. *'''Talisman of the Void:''' The bearer gains channel (1). If your magic relies on veil tokens this is the way to go. *'''Essence of a Free Mind:''' Dominant, Wizards only. The wizard may select spells from up to 2 paths available to it (instead of the normal 1) but they cannot use the fifth or sixth spells from one of the paths. When you need a toolbox and you aren't EoS, this is how you do it. And even if you are EoS, you could use it to take 3 paths and truly have a Jack of All Trades (who will likely also be a master of none unless you have some weird combo). *'''Sceptre of Power''' One use only. A wizard with this artifact may add 1 magic die from the magic pool to its casting or dispell attempt after seeing the result of the initial roll. Can make the difference but a bit on the expensive side, not actually limited to wizards so anyone can feel powerful if they want to. *'''Crystal Ball:''' After spell selection (step 7 set up sequence), pick one enemy model. All spells cast by that model you have a +1 bonus to dispel. If your opponent only has 1 wizard or has only 1 high-level wizard, it could balance the playing field, but generally not a big enough bonus to worry about. *'''Lightning Vambraces:''' Gives the bearer a bound spell with decent damage. If you have nothing better to blow a die or two on, this works well. *'''Rod of Battle:''' a sweet bound spell that gives +1 to-hit in close combat. A cheap and flexible source for combat bonuses. *'''Dragon Staff:''' The bearer gains a breath attack. It is only str 3 AP 0, but 2d6 auto-hits in melee is nothing to sneeze at. *'''Ranger's Boots:''' Standard height models on foot only. The bearer gains Strider, +2 advance (max 10), and +4 march (max 20). If you have some sneaky character it could be fun. *'''Obsidian Rock:''' Magic Resistance (2). Combo with Aether Icon to get Magic Resistance (5) on a unit for the lulz. *'''Dragonfire Gem:''' Bearer gains Aegis 2+ (vs flaming attacks) but autofails fortitude saves. *'''Potion of Swiftness:''' One use only. The bearer gains +3 agility until the end of the player turn. *'''Lucky Charm:''' One use only. The bearer's model may reroll one failed armor save. *'''Potion of Strength:''' Cannot be taken by models with Towering Presence. One use only, until the end of the player turn the bearer gains Crush Attack.
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