User can use magic as magic level 3 wizard (select spells as Necromancer). Each time the bearer casts a spell, roll 2D6 against his Ld. If he fails, he can do nothing until the next magic phase.
A character wearing the Crown of Sorcery has the abilities of a wizard but can still wear armour as normal - this does not inhibit the character's ability to cast spells. There is nothing to prevent a character wearing the Crown and a helmet as the one simply sits on the other.
Note that this item has a special rule designed for campaign play. In normal play this works as follows. Test at the end of each game to determine if the character is affected. If he is, then the character (together with any mount/chariot he rides) counts as slain for purposes of victory points. In addition, you may not use the magic item thereafter when you play the same opponent. The item can be reintroduced, but only if your opponent agrees.
Use in hand-to-hand combat. If rod hits, victim must roll D6 against T (6 always fails) or be horribly killed. Only magic armour may save. If victim passes test, roll for wounds and armour saves as normal.
Skaven Plague Monks only.
Negates magic of any wizard in base contact with bearer (and magic of bearer if he is a wizard). A wizard whose magic is nullified cannot cast spells, use magic cards, and any of his spells already in play are dispelled. Any spells cast against the caster or unit he is with are dispelled automatically.
Bearer can cast spells and use magic cards as Wizard Champion (magic level 2). Spells must be from the College decks.
High Elves only.
A character with the Talisman of Hoeth has the abilities of a wizard but can still wear armour as normal - this does not inhibit the character's ability to cast spells.
Makes the Grand Theogonist the equivalent of a level 2 wizard (he may choose his spells from any of the Colour decks or the High Magic deck). As long as the War Altar is undamaged, the Theogonist may add +2 to his Strength. If damaged, he may add +1. If the Altar is destroyed, the Theogonist receives no bonuses, and may no longer cast spells or use dispels.
Empire Grand Theogonist only.
This magic item is attached to the Grand Theogonist's War Altar of Sigmar.
Wearer cannot be charged or shot at unless enemy first scores 6 on a D6. Spells can only be cast at the wearer if the attacking wizard first rolls 5 or 6.
Skaven Assassins only.
Note that the dice roll made to charge, shoot or cast spells at the character is a test to determine if he has been seen. If the test fails then the enemy has not detected his presence and so cannot shoot, charge or cast spells at him. This doesn't prevent the enemy choosing a new target and the enemy hasn't spent his shot, failed his charge, or wasted his spell.
The Dwarf King and any unit he is with are immune to fear and terror. Any unit with the King takes unmodified Break tests at the King's Ld.
Dwarf King only.
Bearer casts spells as Wizard Champion (ie, magic level 2, 2 spell cards). See card for details of which spell cards he may choose.
Skaven Plague Monks only.
A character with the Liber Bubonicus has the abilities of a wizard but can still wear armour as normal - the book does not inhibit the character's ability to cast spells. Note that the Skaven special character Plaguelord Skrolk also uses this item. He is a lord of Clan Pestilens, the clan of the Plague Monks.
Only starts to work when bearer or unit he is with takes a wound. -2 dice roll on enemy missile attacks; -1 to hit close combat attacks. Effects work until bearer is killed.
May be used once at the start of each magic phase. The casket steals one spell from an enemy wizard in base contact (determine spell randomly). The spell may be played during the magic phase in the normal fashion, though it costs no power cards to do so. Discard the spell after use. The casket may contain any number of spells. Spells may be captured and used in the same magic phase.
Note that spells that cost a variable amount of power (like Fireball), count as being cast with 3 power by Aldred's Casket of Sorcery.
May be used at any time except during hand-to-hand combat. The bearer or unit he is with may heal 1 wound. Maximum 1 use per turn.
Three uses only. Dwarfs only.
If slain, Vampire is restored to full wounds.
Vampires only. One use only.
Although the Vampire is reincarnated together with his weaponry, equipment, and magic items, any magic items already expended are not returned. Magic items which are part used (1 use left out of 3 for example) are returned but only with the appropriate number of uses left.
Use after magic cards have been dealt but before any spells are cast.
Roll 1D6 and remove that many magic cards from each side. If a player doesn't have enough magic cards, he must also surrender a spell card. Roll a Do for every spell surrendered. On a 4+ the Chalice bearer sustains 1 wound. Discard all spell cards collected in this way.
Chaos Dwarfs only.
Wearer immune to monster attacks in hand-to-hand combat. At the end of any hand-to-hand combat round that his side has won, he may attempt to take over any enemy monsters in base contact. If he rolls equal to or less than his Ld on 2D6 he may temporarily take over the monster, which may make an additional move and hand-to-hand combat attack. Control of the monster then reverts to the owning player.
Orcs and Goblins only.
Bearer Ld 10. In hand-to-hand combat he always takes Break test at Ld 10.
As with any crown, the Crown of Command can be combined with helmets without any problem.
A Daemon Steed takes the form of a mighty horse (for stats see card). The Steed has a daemon saving throw of 4+ plus armoured barding for 3+ in total. It is not affected by daemon animosity, and counts as a monster. A model riding a Daemon Steed causes fear.
Chaos only.
Each turn, the unit lead by sceptre bearer may add +1 M, or add +1 S to each model, or have +1 save.
Dwarfs only.
Bearer and any unit he is with hates all enemy on the battlefield.
Dwarf King only.
Restores user to full wounds. Use after all combat has been resolved.
One use only.
Gives Tyrion save of 4+ vs hostile magic. If Tyrion is reduced to 0 wounds, the Heart will restore him to 1 wound then shatter.
Tyrion only.
Heals user back to full wounds.
One use only. Skaven only.
Use before start of battle on regiment character is with. Effects last all the battle. Roll a D6: 6 - Unit fights at double its M and A. Roll a D6 at the end of each player's turn. On a 6 the regiment suffers D6 wounds; 4-5 - Unit subject to frenzy; 2-3 - Unit hates all non-Skaven; 1 - No effect.
One use only. Skaven only.
Enemy characters within 12" must take Ld test on 2D6 or may do nothing. If immobilised in this way, enemy attacks hit the victim automatically. If test is passed, character is immune.
Chaos - Slaanesh only.
May be activated when bearer or unit they are with is charged by a flying creature, and affects all flying creatures in base contact. Flying creatures must roll a 6 to hit. Riders may not attack at all.
Any Undead model within 12" of wearer may use his WS and BS instead of its own. This ability may not be used if the wearer is in hand-to-hand combat himself.
Mummy Tomb King only.
Wearer has +2 Strength. If he rolls a 1 to hit, blow is struck against a randomly determined friendly model in base contact.
Chaos Dwarfs only.
May be winded when the war altar charges into combat. The Horn causes terror in the charged enemy unit.
Empire Grand Theogonist only.
This magic item is attached to the Grand Theogonist's War Altar of Sigmar.
When wearer fights a challenge, he fights with his opponent's S, A & I (and vice versa).
It is important to remember that this artifact affects only the basic characteristic values of the antagonists - effectively swapping Strength, Attacks, and Initiative. It does not affect modifiers or bonuses that might apply to those characteristics.
Will dispel spell cast at user or unit he is with on D6 roll of 4+. Only works once per magic phase.
In the case of this and other items which give a dispel, the score required is not modified by the magic levels of the spell's caster or the item's bearer.
Wearer and one model in base contact are locked in time. While locked in time, they may not be attacked or harmed in any way. Only a Dispel will break the enchantment, and you must roll 6 to do so.
One use only.
A 6 is always required to break the time lock, even from a dispel scroll or a magic item that would normally dispel automatically.
Affects any living creature within 6". Victims suffer -1 to all to hit rolls (both shooting and hand-to-hand).
Chaos or Undead only.
May be used at any time during the player's turn so long as there are no enemy within 6". Creates barrier of flame 6" in front of wearer and unit he is with. Only enemy immune to flame may cross the barrier. Lasts one turn.
One use only. Dwarfs only.
Note that the Fiery Ring of Thori is a magic item, not a magic item/spell.
Explodes when bearer is slain, causing variable hits and damage.
Note that the Heart of Woe is strictly a one use item! Although it hardly seems necessary to put this on the card, there are a few circumstances where it actually matters. For example, if a character has the Heart of Woe and the Carstein Ring, the situation can arise where the character is slain, explodes as per the Heart of Woe, and is then reincarnated together with his magic items. Such a character is reincarnated but the Heart of Woe is spent and cannot be used again. The same comment applies to the Apotheosis spell and the Heart of Woe.
Wearer always strikes first in combat.
Chaos only.
This is an example of an item where roll offs are often required, in this case because there are several magic items which allow a user to strike first.
The character must be with a Night Goblin unit that contains Fanatics. The Mushroom is fed to a Fanatic as he is released from the unit, and he causes an extra D6 hits to the first unit he moves into base contact with.
May be thrown up to 8" in the shooting phase, if the character is not in hand-to-hand combat. Use small 2" diameter template. Roll to scatter: on arrow globe travels D3" off course. Affected models suffer 1 wound on roll of 4+, no saving throw.
Skaven only.
Drink at the start of any turn and roll a D6: 1-3 - Recover 1 wound; 4 - +1 S this turn only; 5 - +2 S this turn only; 6 - Take random Chaos Gift.
Chaos only.
Enemy models in base contact with wearer must score equal to or less than their Ld on 2D6 or suffer -2 to hit/-2 S against the wearer.
Skaven only.
Increases character's Strength by +3 for one turn.
Re-roll any one dice throw, and add +1 or deduct -1 from the result.
One use only. Skaven & Chaos only.