Wizard Arcana are magic items which can only be used by wizards. They might aid spell casting, or improve a wizard's magic level, or in some cases allow them to cast special types of spell. A wizard can have more than 1 Wizard Arcana, assuming, of course, that he can carry more than one magic item. Wizard Arcana often have the properties of other types of magic item, such as Weapons or Bound Spells, so it is important to bear in mind the rules that apply to those things as well.
Raises magic level of a High Elf Mage Lord from 4 to 5, giving him 5 spells.
High Elf Mage Lord only
Raises magic level of Necromancer with Necromancy spells by 1.
Undead Necromancer only
All living models in contact with user suffer 1 automatic wound at the beginning of every close combat phase. No armour saves allowed. Does not affect Daemons or Undead.
Undead Necromancer, Liche or Vampire only
Bearer may cast a spell at no power cost, and the spell counts as having been cast with Total Power. Each time a spell is cast using the Forbidden Rod the bearer suffers D3 wounds on the D6 roll of a 4+ and the Forbidden Rod is exhausted. No armour saves, saves from wards, or special saves allowed.
Bearer may cast one of their Dark Magic or Necromantic Magic spells in the magic phase, at no cost. Roll a D6 each time sword is used. If score is equal to or less than power normally required to cast spell, sword is exhausted for rest of battle. Bearer may not carry a magic weapon in addition.
Wizards with Dark or Necromantic spells only
At start of game nominate an enemy character and roll a D6. On a 5+ they are 'baned'. Any wounds suffered by baned character are doubled.
Lizardmen Slann Mage only
Bearer gains 1 magic level (up to a maximum of 4). The wizard may take spells from any single race's deck.
Bearer may cast spells for no power cost. Each time Book is used, wizard loses D6 characteristic points.
The Sorcerer is accompanied by a tiny Chaos Familiar. As long as the Familiar is in base contact with its master he may add 1 to, or subtract 1 from, any one dice roll each turn. The player must declare he is doing this before he does so.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Chaos Familiar | 4 | 3 | 3 | 2 | 3 | 1 | 4 | 1 | 8 |
Chaos Sorcerers only
Wearer may move up to 24" in his movement phase, and ignore movement penalties for terrain and obstacles. In his ethereal form, he can move through buildings. He may cast spells, but cannot strike blows in close combat. He cannot be harmed by non-magical weapons.
Models on Foot only
May be used to dispel an enemy spell as it is being cast. Roll a D6 - on a 4+ the spell is destroyed and cannot be used again that battle. If the spell came from a magic item, the item is destroved on a 6. The scroll cannot be used against a spell cast with Total Power.
One use only
Bearer may cast the plaque's bound spell in his magic phase. The spell lasts one turn. While it lasts, all Lizardmen automatically strike first in close combat.
One use only. Lizardmen Slann Mage only
Wizard can cast spells for no power cost. On 1 or 2 the potion's effects have worn off. On the further roll of a 1, the wizard goes stupid for the rest of the game.
One use only
May be cast on an enemy unit within 24" for a S3 hit on each model. Causes Panic test.
Skaven only. One use only
The wizard may draw 1 extra spell at the start of the battle, which he may use as long as the Familiar is in base contact with him. If the Familiar is removed, the wizard loses his extra spell.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Spell Familiar | 4 | 3 | 3 | 2 | 3 | 1 | 4 | 1 | 8 |
The bearer can cast the staff's spell in his magic phase. Each friendly unit of Skeletons, Zombies, Mummies, Wights, Wraiths and Skeleton Horsemen within 36" of the caster may take one of the following extra actions: charge, march move, fight round of hand-to-hand combat, shoot missile weapons. Roll a D6 each time Staff is used - it is exhausted on a D6 roll of 1 or 2.
Necromancer, Liche or Vampire only
Casts Flaming Skull spell once per magic phase. Range 24" strikes first model/unit in its path for D3 S4 hits. Unit that takes 1 or more casualties must take Panic test or flee.
Note that line of sight is required for this spell.
Bearer can cast the spell in his magic phase. The staff fires a lightning bolt at the first enemy model in its path within 24". The victim sustains D3 S6 hits, no armour saves allowed. After each use, roll a D6: staff is exhausted on 1 or 2. Line of sight is required for this spell.
Bearer can cast spell once per magic phase. Bolt of energy flies 18" in a straight line from the caster. The first model in its path takes 1 S6 hit for D3 wounds, no armour saves allowed. If the first victim is killed, the bolt strikes the next model in its path (like a bolt thrower). It will continue to do this until it fails to kill a target, or reaches the end of its range. Roll a D6 each time the Staff is used: it is exhausted on a 1 or 2.
Note that the Staff of Osiris is carried by the Undead special character Settra, who can use it even though he isn't a wizard.
Line of sight is required for this spell.
Reduces cost of casting spell by 1 power point. Spells of 1 power point can be cast for free. Wand exhausted on a D6 roll of 1 or 2.
Bearer can cast spell in his magic phase. All creatures 'flying high' suffer D6 S6 hits, and are forced down to earth, re-entering the table on their own side's table edge in their following turn.
One use only. Skaven wizards only
Can be used to attack a close combat opponent. On a successful hand-to-hand hit, victim must test against Ld or be killed. If he passes the test, roll to wound as normal. Note that a victim who is automatically killed cannot save wounds' and so armour saves/wards are all useless. See comments under Armour and Wards.
The bearer may drink from the Chalice at the start of his magic phase. Roll a D6: 1 - Turned to ghaos Spawn; 2-3 - Enemy receives 1 less Winds of Magic card when they are dealt; 4-5 - The bearer receives 1 extra Winds of Magic card when they are dealt; 6 - End magic phase if you wish.
Chaos Sorcerer or Beastman Shaman only
At the start of his magic phase, bearer may take 1 extra magic card from the Winds of Magic. When he does so, roll a D6. On a 1 he suffers 1 wound, no armour saves allowed.
Enemy models in base contact with Sorcerer must take Ld test or be transfixed and unable to fight. While transfixed, attacks hit the model automatically.
Chaos Sorcerers of Tzeentch only
Each extra power card expended extends spell range by D6".
Skaven wizards only
The Sorcerer may cast spells with 1 point less power. A spell requiring 1 power may be cast for free. After each use, bearer must take a Ld test. If he succeeds he loses -1 Ld. If he fails he goes insane and is removed as a casualty.
Chaos Sorcerer only
Enemy model within 12" of bearer in bearer's magic phase must reveal all its magic items. Bearer +1 bonus to dispel enemy spells with a counter magic card.
The wizard may store 1 extra magic card in the Familiar from turn to turn. If the Familiar is killed while holding a card it explodes causing a S4 hit on all models in base contact.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Power Familiar | 4 | 3 | 3 | 2 | 3 | 1 | 4 | 1 | 8 |
Will power one spell for free.
One use only
Spell cast at bearer or unit he is with dispelled on 3+. If enemy spell is dispelled, bearer may cast one of his own for free that has a power level no greater than the dispelled enemy spell. Immediately afterwards, the magic phase is ended.
Lizardman Slann Mage only
After winds of magic cards are dealt, both sides roll D6. If the Crystal bearer rolls highest he can see all the enemy's winds of magic cards. If the rolls are equal, the Crystal bearer can see all but one of the enemy player's cards.
Bretonnia only
May be used to dispel enemy spell as it is being cast. It will not dispel a spell cast with Total Power.
One use only
Can store up to 3 extra magic cards from turn to turn. Roll a D6 at the start of the bearer's magic phase. Unless you roll more than the number of cards retained all the magic has leaked away and the cards must be returned to the deck.
Bearer + 1S bonus. Wielded with 2 hands. Bearer may not carry a magic weapon at the same time. Can unleash bound spell vs enemy, within 24". Enemy unit suffers D6 S5 hits, no armour saves allowed. Exhausted on 1 or 2. Line of sight is required for this spell.
Skaven Warlock Engineers only
If its master is attacked, the Familiar will interpose itself between him and his attackers, who must then fight the Familiar. Warrior Familiars always attack first.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Warrior Familiar | 4 | 5 | 0 | 4 | 4 | 1 | 6 | 2 | 10 |