Magic Weapons
Valmir von Raukov, Empire Elector Count
The Dragon Bow has a range of 36" and hits with a Strength of 5.
The Dragon Bow shoots at its target not just once but three times. All shots must be made at the same unit. Hits from the bow's arrows are deemed to be magical and so will affect creatures that are immune to ordinary non-magical bow hits.
Wards
Empire Grand Theogonist
The Jade Griffon protects the Grand Theogonist from harm and heals any wounds he suffers.
The Jade Griffon takes effect at the end of each shooting phase and at the end of each hand-to-hand combat phase. Any wounds suffered by the Grand Theogonist are restored, healed instantly by the magic power of the Jade Griffon. The Jade Griffon is powerless to save the Grand Theogonist if he is killed. It will not bring him back from the dead!
Enchanted Items
Empire Grand Theogonist
The Staff draws power from the War Altar. If the War Altar is destroyed the Staff will not work.
The Staff gives the Grand Theogonist the powers of a level 2 wizard.
Whilst the War Altar remains undamaged the Grand Theogonist may draw energy through his staff and add +2 to his Strength. If the War Altar is damaged this bonus is reduced to +1 Strength. If the War Altar is destroyed the bonus is lost.
Empire Grand Theogonist
The Horn of Sigismund may be sounded by the Grand Theogonist as the War Altar charges into battle. The sound of the horn strikes terror into the heart of the enemy unit being charged. A test for terror must be taken.
Boris Todbringer, Elector Count of the Empire
The bearer of the Talisman of Ulric automatically recovers 1 wound he has suffered at the start of his own turn. The bearer must still be alive in order to recover wounds, if killed outright the Talisman of Ulric cannot protect him. The bearer cannot recover more wounds than he started the battle with.
Wizard Arcana
Empire Supreme Patriarch
The Staff of Volans is a potent heirloom of the Supreme Patriarch of the Colleges of Magic.
The bearer can use the Staff to make a spell he is casting unbreakable. The bearer must expend power cards to cast the spell as normal. The spell cannot be dispelled in the same way as if a Total Power card had been played. If the spell remains in play it can be dispelled normally in subsequent turns. Each time the Staff is used roll a D6. On the roll of a 1 or 2 its energy is temporarily exhausted and it cannot be used again during the battle.