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This will be a very sporadically updated thread with the rules for various magical items used in

my game. Note that some of the items drawn from the canon of GW's work will vary from
their source equivalents here and there to match my imaginings, or to better fit the gaming
world I have established over the years.

AMULETS
Amulets are magical items that must be worn to experience their magical effects, but do not
require skin contact. Amulets are often worn about the neck, but may be worn as brooches,
pins, rings, or similar.
Amber Amulet
Amulet of Fire
Chillstone Amulet
Jade Amulet
The Gavvelstern
Hysh Stone of Nagash
The Red Amulet of Ulric
Soulgem
Van Horstmann's Reading Stone
Warpstone Charm

AMBER AMULET
Amber Amulets consist of solid lumps of polished amber enchanted to release healing Ghyran
whenever the bearer is wounded. Amber Amulets require some form of creature be preserved
within the amber in order to store the Ghyran, though the creatures used vary widely.
Although almost exclusively Elven in origin, Amber amulets of varying quality have been found
in Human communities at all levels of society; there is even a beautiful example in the Crown
Jewels of Wissenland.

KNOWN ABILITIES
Healing Energy: At the end of each round you heal back 1 lost Light Wound. Heavy and
Critical Wounds are unaffected.

AMULET OF FIRE
Also called the Amulet of Rhuin, the Amulet of Fire is the third in Supreme Patriarch Jodokus
Rhuin's 'Physical Quadrumvirate': four magical artifacts created to aid a magister at war. The
multi-faceted clear-crystal amulet is the size of a small pear and contains an ever-burning
flame that flickers and flares when close to strong sources of magic. Whenever a spell is cast
at the amulet, the fire within starts to burns brightly; thus sending waves of disrupting Aqshy
into the incoming magic.

KNOWN ABILITIES
Dispel: Whenever the amulet or its bearer is targeted by a magic spell, or enters the influence
area of a persistent spell (but only for the first time), the amulet immediately enacts a dispel
attempt. Roll 2d10 to determine the DoS of the dispel attempt, with 8s exploding. Rolling a
double 8 will also result in a Tzeentch's Curse which is inflicted upon the bearer, or, if not
worn, on the closest sentient being. When Dispelling, the amulet burns with the intensity of a
torch and is hot to the touch.
Detect Magic: The fire within the amulet flares increasingly more brightly, from candle to
lantern levels of intensity, the closer it is to strong sources of magic. When within 100 yards of
a significant source of magical energy, such as unrefined warpstone, the Colleges of Magic, or
a strong well of Dhar, the amulet burns brightly and is hot to the touch. The intensity of the
red burning increases as the magical source draws closer, or when multiple targets are within
range.
Immune to Aqshy: The Amulet of Fire is invulnerable to heat of any kind, including heat
caused by magical sources.

Current Owner: The Colleges of Magic, worn by Baron Eichengard Feuerbach

CHILLSTONE AMULET
A small shard of cold, dark blue rock worked into a silver hair-clip that can also be used as a
brooch, the Chillstone Amulet is fashioned to channel the natural healing qualities of its stone
into its wearer. As chillstone can only be found across the seas in the north of the New World,
it is remarkably rare.

KNOWN ABILITES
Chillstone: The bearer cannot catch any non-magical disease when wearing the amulet.
Further, any non-magical disease currently suffered is arrested, with all symptoms subsiding
during 10-TB hours; however, the disease will remanifest in full the moment the amulet is
removed.
Immune to Qishl: The Chillstone Amulet is invulnerable to cold of any kind, including
freezing damage caused by magical sources.

Current Owner: Lord Colonel Reikhardt Sievers, worn by Magister Sigrid Brunhilde
Todbringer

JADE AMULET
Many favoured priests of the Order of the Silver Hammer in the Sigmarite cult bear Jade
Amulets. Most are ancient, and have been passed from priest to priest for centuries. It is
believed that Jade Amulets contain fragments of the Jade Griffon, an artefact of extreme
power and importance to the Sigmarite cult, and one believed to have extraordinary healing
qualities. Most Jade Amulets are carved into the shape of twin-tailed comets or a griffon claws,
and some are permanently attached to intricately-carved breastplates. Jade Amulets are
occasionally presented by the Grand Theogonist as a reward for great services to the Empire
and the Cult of Sigmar.

KNOWN ABILITES
Healing: Gain double the normal number of Wounds from Healing.
Resistance to Disease: You never suffer a negative to Toughness tests to resist diseases.
Regenerate: After a good night's sleep (at least 4 hours), gain +1 Light Wound. This may not
happen more than once in any 24-hour cycle.
THE GAVVELSTERN
The Gavvelstern was fashioned for the head of the Garruk Clan of Karak Norn in 230IC, and
was born by many heroes of that noble line down through the centuries before it was gifted to
the Countess of Nuln with great ceremony in 2508IC as a symbol of a mutual defense treaty.
Unconcerned to its utility or nature, it lay in her armoury in Nuln for 15 years before she
offered it as a prize at a Blackpowder Week party, where it was won by Sigrid Todbringer.

KNOWN ABILITES
Rune of Fate: The rune discharges when you receive a critical hit, allowing you to ignore it.
The rune recharges its power at an inconsistent rate, depending upon the local Winds of
Magic, the bearer's mood, and other obscure factors; typically, this means the rune recharges
at the start of each new session, but the GM may speed this up, or slow it down, according to
the environment.
Rune of Regeneration: If Lightly Wounded, you regenerate 1 Wound at the start of the
round.
Rune of Warding: You gain a free Reactive Dispel action per round. The Dispel has a chance
of success equal to 62%, and is handled in the same way as a normal Dispel.

Current Owner: Magister Sigrid Brunhilde Todbringer

HYSH STONE NAGASH


The Hysh stone is the only one of the eight magical gems placed in the Crown of Nagash to
have been removed from the fell artefact. It was fashioned many thousands of years ago to
enhance the powers of the Lord of Undeath, and it is said that a measure of Himself lies within
it, making it potentially very dangerous. It is a multi-faceted, oval-shaped stone resembling a
diamond and is approximately 2 inches in height. It is currently set into an Elven necklace
fashioned by Loremaster Eldrik of Caledor, and is an artefact of considerable power.

KNOWN ABILITIES
Attunement: The stone attunes itself to its user, and will not work for anyone else until the
current user is dead. If the stone has no current user, it attunes itself to the next individual
with the Channelling skill to touch it. Why the stone does this is unsure, but it is widely
suggested that it has something to do with the gem’s creator.
Draw Hysh: The stone holds great quantities of Hysh, allowing the bearer to draw from a
store of 30 DoS to boost any casting, channelling, or dispelling attempts before the relevant
test is made. The stone regenerates used power at a rate of 1 DoS per day, or 2 DoS per\day
in an area suffuse with Hysh (as determined by the GM).
Instinctual Magic: At the beginning of every turn your life is in significant danger (as
determined by the GM) you may roll 3d10. If the number rolled corresponds to the Difficulty of
any Light Magic spell, you may cast the spell for the remainder of the encounter. If the
number you roll corresponds to multiple Light Magic Spells, you can choose which one you can
instinctually cast.

Current Owner: Imperial Mother Molrella Luella-Kataline Holswig-Schleisten

THE RED AMULET OF ULRIC


According to one obscure translation of the Ulrican holy book, Die Teutognengeschichte, The
God Ulric approached three Witches to aid his upcoming war against the Ruinous Powers, and
after many threats and discussion, the three each forged an amulet for the God of War. Each
amulet had a different power: the first aided against the Lord of Change; the second aided
against the Lord of Flies, and the third aided against the Prince of Pleasure -- the three
believed Ulric needed no extra help against the Powers of the Blood God. The Red Amulet is
said to be the third of the three amulets, and has been worn by many very famous figures in
the Cult of Ulric and beyond during its many millenia of existence. Currently, the Blue Amulet
-- the ward against Nurgle -- is worn by the Graf of Middenheim, and the White Amulet -- the
ward against Tzeentch -- is missing.

KNOWN ABILITES
Deny the Prince: The wearer automatically passes all Will Power tests and similar to deny
Slannesh and any of its temptations. This does not extend to any tests demanded by spell-
based effects.
Lust: Removing the Red Amulet releases a wave of the energies the amulet has diverted from
its many wearers. All creatures with sexual lusts within WPB yards and line-of-sight
automatically approach the recent wearer with the undeniable intent of sating their physical
desires; the effect ends after satiation, and may result in IP gains for those filled with desires
for someone of a sex they do not normally find attractive, or similar, as determined by the
GM. Further, all sentient creatures with sexual lusts within WP yards must pass a Very Hard (–
30%) Will Power test of suffer the same effects.

Current Owner: Magister Sigrid Brunhilde Todbringer

SOULGEM
Soulgems are large gemstones of captivating beauty, often appearing as amethyst or pastel-
coloured diamonds. They sparkle in even the dimmest of lights and attract the eye of even the
most lacklustre of souls. When held or worn, this gem softly pulses with life, bathing observers
in a soft velvety glow. Some legends suggest Soulgems are not fashioned by the artisans of
the Sighing Gardens, but rather the crystallised tears of Slaanesh Itself, shed for the pain and
pleasure It spreads, each lovingly collected by favoured Keepers and Daemon Princes. Other
myths claim the gems house the black souls of long dead Elves enslaved to the Prince, each
hungry to sample the pleasures of the mortal realm just one more time.

KNOWN ABILITIES
Beguiling: You gain a bonus of +3d10% to your Fellowship characteristic.
Longing: Those attempting to attack you in close combat you must succeed on a Challenging
(–10%) Will Power test or be unable to attack for the rest of the round, suddenly overcome by
a deep longing to please you. If they Fumble, they become your willing slaves for the next
1d10 rounds. Opponents must attempt a new test each time they attempt to strike you in
melee combat.
The Prince's Perversions: The artefact is suffuse with the influence of Slaanesh. Refer to
Artefacts of Slaanesh for more on this.
Slaanesh’s Gift: Any who touch the Soulgem and who do not bear the Mark of Slaanesh must
immediately succeed on a Challenging (–10%) Will Power Test. If the test is failed your gain
1d10 Insanity Points as grotesque images of ancient acts of extreme perversions with
horrifying creatures course through the mind. Further the toucher loses 1% from each of his
primary characteristics as the hungry Soulgem devours a small portion of his soul. For every
round the Soulgem is in contact with flesh, a new Will Power Test must be made at the same
difficulty.

VAN HORSTMAN'S READING STONE


Created by Van Horstman when he was Patriarch of the Light Order, and presumably desired
to be Supreme Patriarch, it is widely believed the artefact was designed to enhance his
chances of winning the Hall of Duels. It is an inch-wide, flattened half-sphere of transparent
crystal that, should it be so used, acts as a magnifying glass for anything it is placed upon.
The flat side is ringed by a gold band inscribed with the lingua praestantia and winding Snakes
of Light. Attached to this band is a silver chain. The stone itself is mysteriously lighter than air,
and requires its chain and band to stop it floating away.

KNOWN ABILITES
Bring Balance: The wearer can swap his Channel (if the same has the target) and Language
(Magic) skills with any target within WP yards and direct line-of-sight. This requires a
successful Channelling test to enact using a Combat action, and lasts for DoS+WPB rounds.
Counter Magic: The stone grants a free Dispel action every turn.
Lighter than Air: The stone is lighter than air, and will float away if not weighted down.

Current Owner: Imperial Mother Molrella Luella-Kataline Holswig-Schleisten

WARPSTONE CHARM
Warpstone Charms are one of the simplest Chaos Artefacts to create, although also one of the
most dangerous. All needs be done is carve one of the runes of the Dark Gods directly into a
shard of Warpstone. The trick is doing so before you mutate into something too terrible to
complete the job. Most Warpstone Charms, once created, are carved and fashioned into
pendants or rings, but many are cruder, appearing as nothing more than chunks of greenish-
black glowing stone carved with a ragged rune, which some barbaric folk may use to replace
lost eyes, or simply thrust into the flesh!

As Warpstone Charms are made of unadulterated Warpstone, they fetch an extraordinary price
on black markets, as the tainted stuff has wide and powerful applications in magic, and the
rune need only be broken for its original mutating and magical powers to return.

KNOWN ABILITIES
Taint: If you are uncorrupted and handle a Warpstone Charm you must attempt a Will Power
test. If the test is failed, you gain a point of Corruption. If it is fumbled, you gain 1d5
Corruption points and 1 mutation. This test must be attempted once per day the charm is
worn or touched.
Warp Reality: The you can force the stuff of Chaos to briefly influence the mortal realm,
twisting it to your own ends. When it does so, the charm flashes bright. You gain a once-per-
session Fate Reroll. When used, you may choose the higher of the percentile dice to determine
your DoS.
ARMOUR
Armour refers to worn garments that provide APs as well as other bonuses to the location
covered. Armour must be worn for the bonuses to be gained, but skin contact is not
necessary.
Chaos Armour

CHAOS ARMOUR
Chaos Armour is the most common and most sought after of all Chaos Artefacts. Whilst no two
suits are the same, all are astounding works of artisanship, blasphemously forged from
unnatural metals and cursed with profane rituals. As suits of Chaos Armour are so precious,
the superstitious tribes of the north view them all, without exception, as a mark of their Dark
Gods’ favour. Finding an ancient suit in a long forgotten battlefield is seen as a Gift from the
Gods, not a chance occurrence, and perhaps it is? Whatever the case, not all Chaos Armour is
sourced from the Realms of Chaos: it can be also forged by the Chaos Dwarfs. However, their
prices are too high for most, as they demand an enormous amount of slaves in return, and
often require some seemingly impossible deed be completed to further their interests.

Appearing much like a finely worked suit of full plate armour, closer inspection reveals Chaos
Armour has innumerable strange markings and subtle details that set it apart from armour
created by mortal hands alone. These suits always include a closed helmet to completely
conceal the face of the wearer; however, once worn, these helms are not always in evidence.
Symbols of the Dark Gods often form a repeated motif all across their surfaces and are likely
to change according to the allegiance of the Champion wearing the armour.

The strangest aspect of these suits is that they bind themselves to the flesh of their wearer,
becoming something like a second skin. Once donned, a suit of Chaos Armour may not
normally be removed until death. Furthermore, Chaos Armour is self-repairing, closing rents
and mysteriously replacing damaged components. Though linked to its wearer, should the
Chaos Champion die, anyone can pick up and don the armour, and will almost always find it
fits.

KNOWN ABILITIES
Anti-magic: Chaos Armour resists the Winds of Magic, granting you a bonus of +10% to any
tests to resist magic, be it contested tests with spellcasters, Toughness tests to resist effects,
Agility tests to avoid being set on fire, or anything similar.
Armour: Chaos Armour provides 4 APs to all locations and has the Impenetrable quality.
Fused: Chaos Armour permanently fuses to your skin, possibly sinking down into your bones,
possibly even appearing as your skin in places (which is very common for Nurgle and Slaanesh
Chaos Armour), meaning you suffer no penalties to any tests for being encumbered. Further,
since it has now become a part of you, you grow tougher: gain 5 free advances in Toughness.
However a side-effect of this is that the armour cannot be removed without killing you, as it
has literally become a part of you.
Mutable: Chaos Armour is a part of you, moulding to your flesh as required. Thus, if you gain
any mutations, gifts, or rewards that alter your physical shape, the armour will adapt to your
new form.
Taint: If you are uncorrupted and handle Chaos Armour you must attempt a Will Power test.
If the test is failed, you gain a point of Corruption. If it is fumbled, you gain 1d5 Corruption
points and 1 mutation. This test must be attempted once per day the armour is in your care.
Unholy Metal: Chaos Armour is not forged from normal metals and does not interfere with
the Winds of Magic in any way, meaning you can cast spells without modification.

DEVELOPMENT
The longer Chaos Armour is worn, the more powerful it can become. If you receive a new suit
of Chaos Armour from a reward or mutations, but already have one, you can instead develop
your existing suit by choosing one of the following advances:

Armour: Gain +1 AP to all locations, up to a maximum of your TB.


Resist Magic: Gain +10% to attempts to resist magic, up to a maximum of 10xWPB.

ARTEFACTS
Artefacts are non-weapon magical tools that do not need to be worn to be used.
Bloodstone
Globe of Tzeentch
The Silver Pipes

BLOODSTONE
This dark, red-veined rock is about the size of a clenched fist. It feels slightly warm to the
touch and throbs in time with nearby heartbeats. Bloodstones are said to be forged from the
crushed and tempered souls of those slain in Khorne’s name. Most are granted by Khorne as
rewards for the faithful, but some are simply found on long forgotten battlefields where they
wait for a new soul to take them to war. So powerful are they, many Champions of Khorne
have won the field with these terrifying stones alone.

KNOWN ABILITIES
Khorne's Curse: The artefact is suffuse with the influence of Khorne. Refer to Artefacts of
Khorne for more on this.
Suffer Not the Witch!: When confronted by a spellcasting opponent, you may call upon the
Blood God and crush the Bloodstone in your hand for a free action, unleashing the terrible
potential within. Roll 1d100 and add 1 for each Wound inflicted during the encounter so far.

Roll..........Result
01-20........The Bloodstone crumbles and turns to red powder in your hand, and with an
unearthly shriek of profane joy, the dust of the stone leeches all your blood, killing you
instantly. This done, the bloody cloud vanishes into the Realm of Chaos.
21–40.......The Bloodstone crumbles into dust. Nothing happens.
41–60.......The Bloodstone crumbles into dust. Roll again on the following round to see what
happens.
61–80.......Khorne responds to his Champion’s call and sends a Daemon for assistance (roll on
the next table to see what appears). Regardless of the Daemon summoned, the Champion
must make an opposed Will Power Test against the Daemon to exert control over it. Should he
fail, the Daemon attacks the closest creature (typically the Champion). The Daemon returns to
the Realm of Chaos after 1d10 rounds.
81–100.....Khorne responds to his Champion’s call and sends a Daemon for assistance (roll on
the next table to see what appears). Regardless of the Daemon summoned, the Champion
must make an opposed Will Power Test against the Daemon to exert control over it. Should he
fail, the Daemon attacks the closest creature (typically the Champion). The Daemon returns to
the Realm of Chaos after 1d10+4 rounds.
100–120....Khorne responds to his Champion’s call and sends a Daemon for assistance (roll on
the next table to see what appears). Regardless of the Daemon summoned, the Champion
must make an opposed Will Power Test against the Daemon to exert control over it. Should he
fail, the Daemon attacks the closest creature (typically the Champion). The Daemon returns to
the Realm of Chaos after 2d10+4 rounds.
121+.........Khorne looks upon the Champion and favours him. The Blood God sends a
Daemon (roll on the next table to see what appears), but the Champion automatically controls
the fiend. The Daemon remains for 4d10+4 rounds before returning whence it came.

1d10..Daemon Summoned
1........1 Bloodletter
2........4 Bloodletters
3........8 Bloodletters
4........1 Bloodthirster
5........1 Fleshhound & 1 Bloodletter handler
6........4 Fleshhounds & 1 Bloodletter handler
7........8 Fleshhounds & 2 Bloodletter handlers
8........16 Fleshhounds & 4 Bloodletter handlers
9........1 Juggernaut
10......4 Juggernauts ridden by 4 Bloodletters

The conjured Daemon/s appears within 4d10 yards of you and remains in play for the
indicated time.

GLOBE OF TZEENTCH
Globes of Tzeentch are head-sized, glass spheres of swirling, ever-changing colour, intricately
carved with interlocking runes of Tzeentch. Containing vitrified warpstone, they are
extraordinarily dangerous and difficult to manufacture, although the process for doing so is
marked in most Grimoires of the Changing Lord, often incorrectly.

KNOWN ABILITIES
The Architect's Eye: The artefact is suffuse with the influence of Tzeentch. Refer to
Artefacts of Tzeentch for more on this.
Insight: If you grasp tight to a Globe of Change you can sense the influence of the Great
Architect around you. Gain 5 free advances in the Sight.
Smash: Globes of Tzeentch can be thrown up to 2xSB yards away the using Weapon (Thrown)
skill. If it strikes a hard surface and still has some momentum, it shatters. Use the small
template. Affected characters must attempt a Toughness test. If criticalled, nothing happens.
If passed, gain 1 mutation. If failed, gain 1d5 mutations. If fumbled, gain 2d5 mutations.

THE SILVER PIPES


A small ten-pipe flute made of a silvery metal, the Silver Pipes are exquisitely fashioned and
show clear Elven influences in their construction. Bound together with golden threads and
studded with small white and yellow gems, they appear very expensive, even if they are far
too light to be made of real silver. The origins of their creation are unknown, although they
are at least two hundred years old as they have been listed as part of the Nuln Royal Armoury
since 2510IC.

KNOWN ABILITES
Contact: Any note played on the Silver Pipes can be heard by their creator.
Location: The creator of the Silver Pipes always knows where they are, and can immediately
transfer itself to their location with a successful Will Power test if the holder plays the pipes
with the intention of summoning their creator.
Pain: Each note played on the Silver Pipes causes increasing pain upon its creator. After the
first 20 notes, the creator suffers a penalty of -5% to all tests due to the pain, and a
cumulative penalty of -5% per extra 50 notes played after that, up to -30% to all tests (270
notes played). The penalty is reset if the pipes are not played for a full minute.

Current Owner: Magister Sigrid Brunhilde Todbringer

RINGS AND THINGS


Rings and Things are magical items that require constant skin-contact in order to work.
Although most magical items that require constant skin contact are fashioned as rings, not all
are.
Collar of Khorne
Doomfire Ring
The Magisterial Ring of the Reikland Princes
Teclis's Ring of Masking

COLLAR OF KHORNE
Collars of Khorne are granted by the Blood God to his greatest Champions. Khorne also
bestows them to many of his Daemons, ensuring they can better spread bloody destruction
without any interference from blasphemous magics. Most collars are made of interlinked
pieces of ruddy iron and brass with great ugly spikes studded on the inside and out.

KNOWN ABILITIES
Antimagic: The collar is infuses the wearer with a measure of Khorne’s abject hatred of
magic. You are immune to all spell effects not cast with Total Power, and gain the talent
Hatred (Witches).
Backlash: Any spellcasters targetting you with a spell must critical their casting roll, or roll an
8 on one of their percentile dice, or suffer a Tzeentch’s Curse one step worse than the casting
roll would suggest.
Fused: When the collar is first worn its spikes burrow deep into your flesh, there to stay. The
collar can only be safely removed upon your death.
Khorne's Curse: The artefact is suffuse with the influence of Khorne. Refer to Artefacts of
Khorne for more on this.

DOOMFIRE RING
Created after the Great War Against Chaos by Friedrich von Tarnus, first Patriarch of the
Bright Order, the Doomfire Ring holds incredible power, and the Colleges have been trying to
duplicate its manufacture for decades without any success. It is an ornate, iron ring with nine
rubies of varying sizes studded into it, and von Tarnus somehow managed to bind the
powerful Doomfire spell within, which may be cast by any wearer at will. When bathed in
Aqshy, or when its spell is cast, the Doomfire Ring's rubies glow brightly.

KNOWN ABILITIES
Doomfire: The Battle Magic Lore of Fire spell, doomfire, may be cast by the wearer with a
Ready action on his turn (it involves thrusting the ring towards the specified enemy as the fire
pours forth). Roll 2d10 to determine the DoS the spell is cast at for damage and the purposes
of dispelling. Rolling a double will discharge the ring. Rolling a double 8 will also result in a
Tzeentch's Curse.
Recharge: The ring needs be bathed in Aqshy for 12 successive rounds (1 minute). The
easiest method of doing so is placing the ring within a campfire-sized fire for the duration,
although other Aqshy-rich environments will suffice, as will channelling Aqshy directly into the
ring.
Immune to Aqshy: The Doomfire ring is invulnerable to heat of any kind, including heat
caused by magical sources.
Cool: No matter how hot it should be, the Doomfire Ring is always cool to the touch, any
ambient Aqshy having been absorbed.

Current Owner: The Colleges of Magic, worn by Lord Magister Hans Feuerbach of the Bright
Order

THE MAGISTERIAL RING OF THE REIKLAND PRINCES


A golden ring set with eight gems of different colours, the Magisterial Ring of the Reikland
Princes was originally created by Loremaster Teclis for the unsure Prince Wilhelm II in 2513IC
as part of Emperor Magnus I's deal with Reikland concerning the Imperial Magic Edict. The ring
was in the hands of the Reikland Princes as part of the Crown Jewels of Reikland until 2522IC,
when it was awarded to Sigrid Todbringer for extraordinary services to the Empire.

KNOWN ABILITES
Curtailed Casting: The wearer automatically counts all Channelling and Language Magic tests
as failures in addition to any other negative effects.
Curtailed Sight: The wearer automatically fails all attempted Sight tests to spot Witches and
the Winds of Magic.
Nullify Magic: The Magisterial Ring of the Reikland Princes automatically stops any spell
sourced from one of the eight Primary Elemental Winds of Magic from affecting its wearer. The
ring does not dispel the spell, it simply stops the spell directly affecting the wearer, although
indirect effects, such clouds of smoke or similar, will effect the wearer as normal.

Current Owner: Magister Sigrid Brunhilde Todbringer

TECLIS'S RING OF MASKING


The Ring of Masking was created by Teclis at the behest of Emperor Karl-Franz I to protect his
daughter from those who would not accept her magical capabilities. When she publically
admitted she had joined the Light College of Magic, the ring was placed in the Imperial
Armoury. It is a simple, gold ring inscribed with Elven characters on the inner surface.

KNOWN ABILITIES
Hide from the Sight: Any attempts to use the Sight automatically fail to detect if the wearer
has any magical powers, or if any magical items are carried. For all intents and purposes, the
wearer and relevant trappings will appear mundane to the Sight.
Curtailed Sight: The wearer automatically fails all attempted Sight tests.

Current Owner: Imperial Mother Molrella Luella-Kataline Holswig-Schleisten; held in Imperial


Armoury of Altdorf

WEAPONS
Weapon are hand-held offensive magic items created to hurt or otherwise impede others.
Dammaz-Baraki
Finis Amort
Ghal-Maraz
The Runefangs
The Shard Blade
Staff of Nurgle
Sword of Justice
Sword of Rhuin

DAMMAZ-BARAKI or GRUDGEBREAKER
Made from a single shard of gromril, Grudgebreaker is the first weapon forged by Alaric the
Mad to bear two Master Runes, and was the last crafted before he began work on Ghal-Maraz.
The blade is claimed to be a physical representation of the grudge Alaric harboured against the
servants of the Ruinous Powers for daring to stand against his ultimate ancestor, Grimnir, and
is believed to have taken the Runesmith four decades to create.

KNOWN ABILITIES
Master Rune of Alaric the Mad: Grudgebreaker will slice through all non-organic material
without resistance, like a wire through cheese. If used in combat, any non-magical parrying or
parried weapon is destroyed if you roll a higher DoS to attack or parry, as appropriate;
further, you ignore all APs sourced from non-magical metal or stone armours, but are resisted
by leathers, wood, and other organic-based materials. The Master Rune of Alaric the Mad is
also said to afflict the mind with Alaric's unique insights, whatever these may be.
Master Rune of Daemon Slaying: Automatically kill any creature with the Daemonic trait if
you cause its TB+ in Wounds with a single hit.
Rune of Detection (Chaos): The Rune of Detection cause the blade to gently vibrate
whenever a Chaos-tainted creature (as determined by the GM) or a creature with the
Daemonic trait is within 36 yards. It vibrates more strongly the closer the target is, and when
multiple targets are within range.
Grudge Rune: Gain a bonus of +10% to hit and +2 damage when attacking your sworn
enemy. The sworn enemy may not be changed until previous enemy is killed.

STATS
Weapon Group: Two-handed
AB/SB: 2/3
Reach: Medium
Damage: SB+4B
Qualities: Defensive, Master Crafted, Precise, Unbreakable

FINIS AMORT
Finis Amort is fashioned from dark gromril and has a 32" blade. Given to the Drachenberg
Dukes by Dwarfs of Karak Azgaraz after the second Vampire Wars, Finis Amort has been
passed from noble family to noble family down through the centuries, until, eventually, it
found its way into the College of Light in 2389, and has been in College hands ever since. A
powerful weapon against the Restless Dead, Finis Amort is only given to magisters facing the
very worst Undead threats.

KNOWN ABILITES
Master Rune of Alaric the Mad: Finis Amort will slice through all non-organic material
without resistance, like a wire through cheese. If used in combat, any non-magical parrying or
parried weapon is destroyed if you roll a higher DoS to attack or parry, as appropriate;
further, you ignore all APs sourced from non-magical metal or stone armours, but are resisted
by leathers, wood, and other organic-based materials. The Master Rune of Alaric the Mad is
also said to afflict the mind with Alaric's unique insights, whatever these may be.
Rune of Slaying: Double all inflicted Wounds against Undead.
Rune of Might: Gain a bonus of +SB damage against targets with a higher TB than yourself.

Weapon Group: Melee


AB/SB: 2/2
Reach: Medium
Damage: SB+3B
Qualities: Defensive, Master Crafted, Unbreakable

Current Owner: The Colleges of Magic, wielded by Magister Wilhelm Mattias-Ferrand


Holswig-Schleisten

GHAL-MARAZ or SKULLSPLITTER or SHÄDELSPALTER


Meaning Skullsplitter in the Dwarf tongue, Ghal-Maraz is the legendary warhammer wielded by
Sigmar himself (who is often recorded as calling it by the Old Reikspiel name of Shädelspalter)
when the Empire was forged over two and a half millennia ago. Given to Sigmar by High King
Kurgan in return for rescuing the Dwarf and his retainers from Orcs, Ghal Maraz is too
powerful for even the most skilled Runesmiths alive today to replicate. Much like many of
Alaric the Mad’s greatest weapons, Ghal Maraz is inscribed with two Master Runes; however,
unlike his other weapons, it also bears three other runes, making it one of the most powerful
artefacts the Master Runesmith ever created.

KNOWN ABILITIES
Master Rune of Alaric the Mad: Skullsplitter will smash through all non-organic material
with minimal resistance, like a stone through water. If used in combat, any non-magical
parrying or parried weapon is destroyed if you roll a higher DoS to attack or parry, as
appropriate; further, you ignore all APs sourced from non-magical metal or stone armours, but
are resisted by leathers, wood, and other organic-based materials. The Master Rune of Alaric
the Mad is also said to afflict the mind with Alaric's unique insights, whatever these may be.
Master Rune of Skalf Blackhammer: The weapon gains the Impact quality and causes an
extra +4 damage. If the weapon already has the Impact quality, it causes an extra +6
damage instead (for a total of +10). (These modifiers are included in the Stats.)
Rune of Fury (x2): Gain two free Assault actions each round.
Rune of Wounding: If you inflict any Wounds on a target with the Hammer of Sigmar, the
target suffers a further +SB Wounds.

Beyond the runes inscribed into the hammer by Alaric the Mad, during the course of the
intervening centuries the Hammer of Sigmar has developed further powers, which most
attribute to the influence of the Man-God on his most holy of artifacts:

Divine Inspiration: The wielder of the Hammer gains limited access to all twelve primary
prayers of the Lore of Sigmar, and may use each once per day. Use of a prayers is a Free
action, requires no speech, and is automatic, requiring no Praying rolls.
Greenskin Grudge: All Wounds inflicted to Greenskins are doubled after all modifiers are
calculated. Further, the wielder of Ghal-Maraz causes Terror in Greenskins.
Incarnation of Sigmar: Once per day, if the hammer is drawn, you can cause one automatic
hit on one Chaos, Greenskin, or Undead target. The strike is outwith the normal turn
sequence, is resolved as if your SB were +10 higher than normal, and strikes the Hit Location
of your choice.
Sigmar’s Right: You gain a bonus of +20% to all Fellowship tests involving folk of the Empire
and Sigmarites. Further, such is your deep-seated faith in yourself, you become immune to
Panic, and immune to Fear and Terror caused by Chaos, Greenskins, or Undead.
Unholy Awareness: You automatically detect any Chaos-tainted creatures, Greenskins, or
Undead within 12 yards.

STATS
Weapon Group: Two-handed
AB/SB: 2/3
Reach: Medium
Damage: SB+8I
Qualities: Impact, Master Crafted, Pummel, Unbreakable

Current Owner: The emperor.

THE SHARD BLADE


The Shard Blade is one of the most famous weapons of Kislev's long history. The heavy
polearm's shimmering blade was carved from glacial ice of the Goromadny, the most
northernly reach of the World's Edge Mountains where the Winds of Magic blow strong, and
was enchanted and hardened by Khan-Queen Mishka herself before the Gospodar invasion of
the Old World. The haft is carved from a single piece of worn, ash-grey wood, and seems
entirely unremarkable, but the blade itself is anything but, appearing as a shard of almost
transparent, highly polished ice, decorated at the base with a sapphire and carved with
ancient runes. The weapon has been wielded by all manner of Kislevite heroes down through
the ages -- most recently by Tzar Boris Bohka himself.

KNOWN ABILITES
Frozen: The Shard Blade is extremely cold and will freeze anything it contacts. If you inflict
more Wounds than a target's TB, then you also inflict a stun. Because the blade is so cold, it
freezes the moisture in the surrounding air and is wreathed by a light misting in most
environments.
Immune to Qishl: The Shard Blade is invulnerable to cold of any kind, including freezing
damage caused by magical sources.

Weapon Group: Polearm


AB/SB: 2/7
Reach: Medium
Damage: SB+3B
Qualities: Defensive, Hack, Impale, Master Crafted, Penetrating

Current Owner: Cleric-Captain Tollich Skavolasyn

STAFF OF NURGLE
Father Nurgle is said to bless his most cankerous Champions with staves grown from the thick
juices of favoured Daemon Princes. These twisted weapons, which often bear the stretched
faces or entire bodies of those felled by the Champion hanging from their rotten lengths,
house some of the foulest and most terrible magics known to the Lord of Plagues. These
spells, when unleashed, can eradicate entire communities with their sweet filth.

KNOWN ABILITIES
Bound Spell: The Staff of Nurgle contains the Battle Magic spell inner filth. This spell can be
unleashed as a Combat action and uses all the standard rules for magic targeting. It is
considered to be cast with 30 DoS. Unleashing the spell discharges the staff.
Papa's Pestilence: The artefact is infected with the influence of Nurgle. Refer to Artefacts
of Nurgle for more on this.
Recharge: The staff draws its power from those sacrificed in Father Nurgle’s name. Each time
you dedicate a victim slaim by the staff to Father Nurgle, the inner filth spell recharges.
Note: the sacrifice must be slain by the staff, not by the spell contained within it.

STATISTICS
Weapon Group: Polearm
AB/SB: 2/5
Reach: Long
Damage: SB+4I
Qualities: Defensive, Pummel, Unbreakable
SPECIAL
If a Staff of Nurgle is gained as a reward and you already have a Chaos or Daemon Weapon,
the staff can be incorporated into one of those if you so choose, changing the existing weapon
into a staff using Weapon (Polearm), but otherwise identical to the previous weapon.
Otherwise, you receive a separate staff.

If you receive a Chaos or Daemon Weapon after receiving a Staff of Nurgle, you can simply
add the new traits to the Staff of Nurgle instead of generating a new weapon, should you so
wish.

SWORD OF JUSTICE
The so-called Sword of Justice is fashioned from shining gromril and has a blade some four-
feet in length. Somewhat famously, the weapon was sold to the Holswigs of Altdorf for only
3GC to cover a bad debt owned by its then-current owner, a man who had little idea of its true
power or worth. The runeblade is clearly of Dwarfen manufacture, although its history is now
lost to time, so none are sure who made it, or who once owned it, although the inscribed
runes suggest Alaric the Mad may have been involved. Most scholars believe the sword is from
the lost hold of Karak Sanda that fell in 2032IC during the first Vampire Wars, although this is
only because the blade was reputedly excavated from the Grey Mountains not far from
Helmgart. Most recently, the Sword of Justice has been used by the Emperor's Champions in
judicial trials of combat and on the battlefield, which is where it has secured its current name.

KNOWN ABILITIES
Master Rune of Alaric the Mad: The Sword of Justice will slice through all non-organic
material with minimal resistance, like a hot wire through cheese. If used in combat, any non-
magical parrying or parried weapon is destroyed if you roll a higher DoS to attack or parry, as
appropriate; further, you ignore all APs sourced from non-magical metal or stone armours, but
are resisted by leathers, wood, and other organic-based materials. The Master Rune of Alaric
the Mad is also said to afflict the mind with Alaric's unique insights, whatever these may be.
Grudge Rune: The blade is enscribed with ancient runes of hatred and retribution. Gain a
bonus of +10% to hit and +2 damage when attacking your sworn enemy. The sworn enemy
may not be changed until previous enemy is killed.
Rune of Precision: The Sword of Justice is known for never missing its target. All rolls to hit
with it may be rerolled in order to secure a better result.

Weapon Group: Two-handed


AB/SB: 2/3
Reach: Long
Damage: SB+4B
Qualities: Defensive, Master Crafted, Precise, Unbreakable

Current Owner: The Prince of Reikland, wielded by Reiksmarshal Perdita Jutzenbach

SWORD OF RHUIN
The Sword of Rhuin is the second in Supreme Patriarch Jodokus Rhuin's 'Physical
Quadrumvirate': four magical artefacts created to aid a magister at war. The 30" double-
edged blade is two inches wide and engraved with ruddy runes for a third of its length. When
used in combat, the runes flash red and heat up whenever the blade contacts blood, which it
sets alight like lamp oil, burning and scalding foes, and inflicting extreme pain.

KNOWN ABILITES
Bloodfire: If the Sword of Rhuin contacts blood it sets it alight as if it were a highly
flammable liquid, potentially causing horrendous damage. Any living target suffering 1+
Wounds from a single strike and not wearing Impenetrable armour, and having a standard
blood-based circulatory system, will suffer an extra +WPB Wounds (or just WPB wounds if the
blade is touched to an open wound). Such a wound always causes an ugly scar when it heals
and uses the Energy Critical Hit table, not the Bladed Critical Hit table.
Fire Runes: The runes on the blade glow dully, which is easily perceptible in low light when
drawn. The Runes glow brighter and hotter when close to fresh blood, though not the blood of
the wielder, and the blade flickers with flame when it touches fresh blood. Any struck target
with a standard blood-based circulatory system, even if no wounds are suffered, must pass an
Agility test or be set alight. Further, the blade gains the Damaging Quality and causes +4
damage if used against such a target.
Immune to Aqshy: The Sword of Rhuin is invulnerable to heat of any kind, including heat
caused by magical sources.

Weapon Group: Melee


AB/SB: 2/3
Reach: Medium
Damage: SB+2B, or SB+6E when used against living targets with a standard blood-based
circulatory system
Qualities: Defensive, Master Crafted, Penetrating, and Precise; and Damaging when used
against living targets with a standard blood-based circulatory system

Current Owner: The Colleges of Magic, wielded by Magister Sigrid Brunhilde Todbringer

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