Magic Weapons
Within this crystal blade are bound a host of yowling and nebulous entities that seek to ensnare other souls within their iridescent prison. Only with a great effort of will can the bearer retain control over the Spirit Sword, for if his resolve is not strong enough, it will be his essence that the blade steals, not that of his foes.
Hits by the Spirit Sword wound automatically. Any enemy that suffers one or more unsaved wounds from the Spirit Sword must roll a D6 and add their Leadership - the wielder does the same. For each point the wielder wins by, his opponent loses an additional wound, with no Armour Saves or Ward Saves allowed. For each point his opponent wins by, the wielder loses a wound, with no Armour Saves or Ward Saves allowed.
The very pinnacle of Daith's forging skill, a more finely crafted. and deadly blade than this is not to be found within the realm of Athel Loren, nor for many leagues past its boundaries.
The wielder of this weapon may re-roll any failed hits in close combat. In addition, any foe wounded by this blade must re-roll any successful Armour Saves.
The swirling and delicate patterns inscribed into these matched swords assume a life of their own when sunlight falls upon them, dazzling and distracting the bearer's opponent.
Wardancer character only. Wardancer Weapons. The wielder can re-roll any failed rolls to wound. May be used in conjuction with the Shadow Dances of Loec.
This ancient and enchanted longbow is said to be strung with a single hair taken from the head of Ariel, Queen of Loren. The wielder of the Bow of Loren is therefore considered to be the Fey Queen's champion upon the battlefield, striking down her enemies with unnaturally swift precision.
This longbow allows the bearer to shoot as many times as they have Attacks on their profile. The bearer does not suffer -1 for multiple shots.
When the Wild Hunt rides from Athel Loren, the Elven prince chosen as Orion's equerry carries the Dawnspear, a powerful talisman as old as the alliance between the Asrai and Athel Loren. Each time the Dawnspear tastes blood, it unleashes a pulse of brilliant light, blinding the wielder's foes with its brilliance.
Counts as a spear. If the wielder causes an unsaved wound on an enemy, then that model and any other models in the unit that have not yet attacked suffer -1 to hit for that Combat phase.
When this spear strikes, the fury and rage of the wielder is channelled into the body of the foe with appalling and destructive force.
This spear confers the Killing Blow ability on the wielder.
The Callach is a crone figure from Asrai folklore, an aged and twisted spirit whose great delight is in suffering. This magical blade wails in dozens of insubstantial voices, each an echo of one of her victims.
Any unit suffering one or more unsaved wounds from this blade suffer an additional -1 penalty to their Leadership for the remainder of the Combat phase.
Originally crafted for Altathir, a master of the Waywatchers in ages past, this longbow has a gnarled and twisted appearance that belies the uncanny precision of which it is capable.
If firing non-magical arrows the wielder of this longbow may target any model it can see (including a character that could normally not be targeted because it is in a unit or not the closest target), but if this special ability is used, will suffer an additional -1 to hit penalty. Note that the normal-1 penalty for shooting at a single man-sized model does not apply and the target cannot benefit from the "Look Out, Sir!" rule. The shooter may always choose a different target to the unit he is with.
An unnatural chill resides within the steel of this sword, a terrible cold that burns flesh and freezes the blood - only the strongest of warriors can endure its touch.
Characters and Monsters must take a Toughness test for each unsaved wound they suffer from this blade - their Strength, Initiative and Attacks are reduced by 1 (to a minimum of 1) for each test they fail.
This light and elegant bow is exceptionally well crafted, enhancing the abilities of skilful archers. Legend has it, however, that a malicious spirit dwells within the body of the weapon, ever eager to punish its wielder if a shot misses its target.
The wielder of this longbow may re-roll all missed shooting attacks. However, if after this re-roll the shot still misses, then the bearer suffers a Strength 3 hit.
When drawn, the blades of these swords burn with a magical flame that cannot be extinguished.
Counts as two hand weapons. Any attacks made with these weapons count as Flaming.
Magic Armour
Said to have been crafted by Daith himself, this armour binds the lifeforce of its bearer to that of Athel Loren, keeping them safe from harm.
Counts as light armour (6+ Armour Save) that can be combined with other equipment as normal. The Oaken Armour gives the wearer the Regeneration ability.
Woven and bound by the oldest of Branchwraiths for the first Elven guardian of the sacred trees, this amour is only gifted to one chosen by Athel Loren itself.
Counts as light armour (6+ Armour Save) that can be combined with other equipment as normal. If the wearer is within 6" of a Wood he receives a 4+ Ward Save.
In Bretonnia, there are tales of a solitary Elf knight who, when brought to battle, could not be slain, for his armour kept him safe against the lances and magical blades of his foes. Ultimately, so the tale recounts, this knight was slain by a peasant woman whom he had lured away from her family - his throat cut by a simple knife.
Counts as light armour (6+ Armour Save)that can be combined with other equipment as normal. Against any magical close combat attacks, the wearer receives a 4+ Ward Save.
This enchanted helm imbues the wearer with the spirit and fury of Orion.
This helm confers a 6+ Armour Save that can be combined with other equipment as normal (including normal armour and a shield). When the character charges he receives +1 Attack and +1 Weapon Skill for that round of combat.
The writhing thorns and brambles of this armour work their way into the bearer's surroundings, rendering him invisible to all but the most observant foe.
Characters on foot only. Counts as light armour (6+ Armour Save) that can be combined with other equipment as normal. Enemies wishing to target the model wearing the Briarsheath with a shooting attack suffer an additional -1 to hit penalty. This is increased to -2 if the wearer is within a wood.
Talismans
Yimas the Rhymer was a renowned songsmith of Athel Loren, whose errantries at the side of Naieth the Prophetess have long since passed into folklore. Though their journeys were many and dangerous, the enchanted notes of Yimas's harp granted them speed and sanctuary.
This item bestows a 5+ Ward Save on the bearer, their mount, and any unit they join. In addition, the bearer, their mount, and any unit they join may move through all kinds of difficult terrain without penalty.
Fashioned from the petals of a flower that endures throughout all the seasons, the magic of this brooch can sustain the wearer no matter how grievous his wounds.
Grants the bearer a 3+ Ward Save that cannot be used against magical attacks.
This mysterious artefact exists not only in the physical dimensions, it also creates a distortion in the flow of time, slowing any creature who would cause harm to the bearer.
Characters on foot only. Any enemy models in base contact with the bearer of the Amber Pendant automatically strike last - even if they charged or have an ability that would allow them to normally strike first.
The air around the bearer of this brooch is permeated with hypnotic colours and patterns. Only a being of exceptional will power can fight its allure.
The Glamourweave conveys a 4+ Ward Save against shooting attacks and magic missiles. In addition, any model attempting to strike the bearer in close combat must first pass a Leadership test. If they fail, they require 6s to hit the bearer during that Combat phase.
Blessed by the wardens of Athel Loren's inner groves, the Stone of Rebirth bestows its bearer with the promise that life shall spring anew from death.
One use only. When the wearer is reduced to one Wound this item bestows a 2+ Ward Save.
The stone is a beautiful, faultless crystal that was plucked from a deep river bed and gifted to the warrior hero Naithal. It I protects the bearer from harm, but is fragile and will shatter into a million pieces should it fail in its purpose.
The bearer of the stone gains a 3+ Ward Save, as does any creature ridden by the bearer. However, if this Ward Save is ever failed, then the stone shatters and the Ward Save is lost for the rest of the game.
The very air itself is chilled by the presence of this ancient talisman whose runes proclaim a time in which all life is lost beneath a blanket of ice.
Opponents suffer a -1 to hit the bearer and his mount in close combat. Any creatures with the Forest Spirit special rule suffer from Stupidity while the bearer is within 6".
Merciw was an eccentric noble who held the concepts of personal honour and fairness in unusually high esteem. This gem is an undying extension of his beliefs.
The bearer of this magic item receives no Strength bonuses from magical or non-magical weapons. However, any model wishing to strike the model that bears Merciw's Locus also receives no Strength bonuses from magical or non-magical weapons.
Arcane Items
A stave fashioned from the innately magical Wych Elm tree is a much sought-after tool. With it, a mage can bend the winds of magic more freely to his will.
This staff allows any Dispel attempt to be re-rolled.
Crafted from a bough taken from the Oak of Ages, this staff still pulses with life, connecting the bearer to the trees that he commands.
If the bearer has the spell Tree Singing, then they may add 1" to the distance they may move a forest if they successfully cast the spell (so, if successfully cast, they may move a forest D3 + 2"). In addition, they may cast (and attempt to cast) the spell more than once per Magic phase.
This twisted and thorny orb of ebony wood speaks to the trees in the bitterest words of vengeance and spite, exhorting them to strike down all who intrude upon them. Only the bravest or most foolhardy ever venture into a forest under the influence of the Deepwood Sphere.
This item allows the mage to re-roll the dice when determining the effects of the Tree Singing spell (whether he is using it to move a wood or to inflict damage on an enemy within a wood). In addition, all enemy models wholly or partly within the same wood as the bearer take a single Strength 5 hit at the start of each Wood Elf Magic phase.
A careful mage can read the skeins of the future in the twisting and swirling mists contained within this sphere, enabling them to better anticipate opposing wizards.
If an opponent uses more than three dice when casting any spell, the bearer of the Divination Orb may add an extra free Dispel dice into the attempt to dispel that spell.
Focusing upon the ancient gem can help a mage calm their inner thoughts and so focus their hold upon the winds of magic.
One use only. Once per game, the bearer of this item may re-roll one of the dice when casting a spell or making a Dispel attempt. This can be used to prevent a miscast or cause a spell to be cast with Irresistible Force.
Enchanted Items
This crystal emits the ghostly screams of all those who met with their death within the waystone fence that bounds Athel Loren.
All enemy units within 6" of the bearer of this stone suffer a -1 penalty to their Leadership.
Fashioned from deadwood taken from the Glade of Woe, some of Morghur's taint lingers still within these darts, a virulent and formless blight that shrivels and spasms. Should one of these arrows so much as break the skin, their target is destined to end their life in screaming agony.
Magic arrows. A model that loses one or more wounds from Hagbane arrows in any Shooting phase must take a Toughness test at the end of the phase. If the test is failed, the target is slain regardless of how many wounds it has left, ignoring Armour Saves and Ward Saves.
Though the world is much changed from the early days, to the wise there are still paths that link all forests together. Yet sometimes, simple knowledge is not enough for the pathways are locked - only with one of the ancient Moonstones can the sealed routes be travelled.
One use only. If the character and any unit they have joined is wholly within a wood at the end of the Move phase, the character and unit may be removed from the table and replaced anywhere that is also wholly within a wood, facing in any direction and in any formation.
Created and bound with magics as old as the Elven race, when released this magical arrow splits into dozens of deadly shards, each aimed by deadly purpose.
One use only. Magic arrow. When fired, the arrow splits into 3D6 magical Strength 4 arrows. Roll to hit for each arrow. If this is used with a magic bow, then any effects of the magic bow are ignored for this shot.
Whether plate, chain, or unnatural hide, no armour can shield against the enchantments that permeate these deadly barbs - if the firer's aim is true, the target is doomed.
Magic arrows. No Armour Saves are allowed against Arcane Bodkins.
The beautiful sound of this fabled horn lays a glamour upon those who hear it winded, eroding their will; the better to lure them to their doom.
One use only. Can be used at the beginning of any enemy turn. When used, all enemies able to charge the bearer of this item must take a Leadership test. If they fail, they must charge the bearer (charge reactions, Psychology tests, etc. are taken as normal).
These arrows glow with an unnatural light and emit a piercing wail when they draw blood, chilling the soul of even the bravest warrior.
Magic arrows. Any unit that suffers one or more casualties from Starfire Arrows must take a Panic test, regardless of the number of casualties caused.
The tips of these arrows are fashioned from the teeth of a great Forest Dragon and contain much of the poison that lingers upon its breath.
Magic arrows. Any model wounded by Dragontooth Arrows suffers from the rules for Stupidity for the rest of the game - even if they are normally Immune to Psychology.
This intricate treasure retains a portion its original owner's strength of character, filling the wearer with resolve.
The wearer, and any unit they join, may re-roll failed Psychology tests.
No purer sound is there than a single note from this great horn, a perfectly crafted musical instrument, capable of emboldening the faint of heart and rousing the timid to action.
One use only. At the start of any of the bearer's turns the horn may be blown. The bearer and any unit joined are Immune to Psychology until the beginning of the bearer's next turn.
Magic Standards
The royal banner of Ariel herself, this gossamer flag is said to have been woven from the fey-queen's own hair. It is beyond doubt that a portion of her power resides within this standard, for all who look upon it see that which they most dread.
The enchantment that Ariel has woven into this banner causes the bearer, and any unit he joins, to cause fear. In addition, any friendly unit within 12" of this banner receives Magic Resistance (1).
Woven by Elven maidens from the last, crimson leaves of autumn, this enchanted banner saps the impure of their energy, allowing the Asrai to strike them down, never to return to their lands.
Enemies that flee from the unit having been beaten in close combat roll one dice less than normal to determine the distance they flee.
A standard of gnarled and impossibly ancient Oak, Gaemrath bears life still; a symbol to all that even in the most dormant heart can be found the will to stand and never to break before the foe, or indeed, the ages.
One use only. Declare the banner's use at the beginning of the Movement phase, before declaring charges. The unit may not move or march but becomes Unbreakable until the start of the next player turn. This ability may be used if the unit is already engaged in close combat, but cannot be used if the unit is fleeing or skirmishing.
Decorated with symbols of fertility and fecundity, the Banner of Springtide fills the Asrai with the energy and passion of spring, enabling them to react to threats with an uncanny speed.
The unit may make a stand and shoot charge reaction even if the enemy charging them do so from within half their charge range.
The Banner of the Zenith is said to reflect a portion of the radiance of the Lady Ariel, for it shines with such purity that none who mean harm to the Asrai may approach it.
The distance at which enemy models are prevented from marching by this unit is increased from 8" to 12".