This is an old revision of the document!
Table of Contents
BLADE MAGIC
LIGHT BLADE MAGIC
BLADE OF DETECTION
COST: 20
This blade can detect malign thoughts directed toward its owner at a distance of 40 cms. When such thoughts are detected the blade will begin to glow, growing brighter as it is pointed at the source and draws nearer to the foe. It may be used to detect hidden troops whether they are concealed by illusion or behind a physical barrier. This item must be declared before it will function and its use will force your opponent to reveal the position of any of his concealed troops within 40 cms of the blade.
BLADE OF INSPIRATION
COST: 70
When the bearer of this blade is in direct control of a unit, that unit will gain a +2 morale modifier in addition to the character's normal MF.
ORC AND GOBLIN DOOM BLADE
COST: 65
This weapon has had a deadly hatred for all orcs, goblins and hobgoblins forged into it, giving the wielder a plus 50% to his FCP in combat against such foes (this benefit is not enjoyed by any unit he may be leading).
CRYSTAL OF ORC AND GOBLIN DOOM
COST: 70
A character with one of these crystals gains a +40% chance to his FFP of hitting orcs, goblins or hobgoblins with any missile weapon.
BLADE OF ALACRITY
COST: 45
The owner of this weapon automatically gains the first blow in each new combat and the effect of that blow is applied before the opponent can respond. This weapon will even strike before a thief who has the skill Assassin.
MIST WEAVER
COST: 70
When drawn the wielder of this weapon appears to shimmer. All characters or units trying to hit the owner automatically suffer a - 30% modifier to their FCP or FFP. This magic artifact is unaffected by the Spells 'Gale' or 'Wind'.
BOW OF STRENGTH
COST: 70
Only elves can use Bows of Strength. Bows of Strength are elfbows that have been enhanced by the elven Rune Smiths, who meld orichalcum into the wood of the bow. A bow of strength adds 30% to the owners BFP and has the following range categories:
- Short Range: 0-30 cms
- Medium Range: 31-52 cms
- Long Range: 53-83 cms
EQUILIBRIUM BLADE MAGIC
BLADE OF SHARPNESS
COST: 50
Weapons possessing this property cut through all normal (but not magical) armour as if it were one armour type below its actual class. Thus mail and plate becomes chainmail, and chainmail would become leather. The combat modifier of non- magical shields is also ignored.
BLADE OF INCISION
COST: 90
This weapon is only available to dwarfs. Blades of Incision are carefully tempered by the dwarven Rune Smiths so they will cut through any armour and once forged are jealously guarded by the dwarfs. All targets of this weapon, that do not have magical or electrum armour, are classed as being unarmoured, the combat modifier for non-magical shields is also ignored. Characters in magical or electrum armour count as if they are only in leather armour, when attacked by this weapon.
BLADE OF FIRE
COST: 80
When drawn this blade bursts into flame. It may be used to ignite any inflammable material it hits. It will even burn under water. Against undead the wielder of this blade gains +25% to his FCP (this benefit is not enjoyed by any unit he may be leading). This blade will also cause two wounds instead of one against undead characters every time it hits. A Blade of Fire will also act as a torch if the owner is fighting underground or at night. Blades of Fire are reduced to the status of normal weapons against Armour of Fire Repulsion.
CRYSTAL OF ACCURACY
COST: 70
A Crystal of Accuracy will magically enhance its owners ability to cast any form of missile by adding 30% to the owners FFP.
CRYSTAL OF FIRE
COST: 85
Any missiles (except bullets) cast by the owner of this crystal, will automatically burst into flame as they fly through the air. Such missiles will ignite any inflammable material they land on, and if they hit a character or monster will cause two wounds instead of one. Missiles that burn with magical fire do not have their FFP halved against skeletons. Missiles that burn with magical fire are reduced to the status of normal weapons against characters who are clad in Armour of Fire Repulsion.
MISSILE OF RETURN
COST: 45
This magic only works on spears, axes and hammers. The owner can cast his weapon at a foe within 20 cm and then the weapon will magically return to its owner's hand. The attack is effected in the missile phase, but is conducted as if the weapon were in combat with the target. The character is then free to use his weapon in combat during phase ten.
GIANT DOOM BLADE
COST: 65
This weapon discriminates against giants giving the wielder a + 40% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
OGRE DOOM BLADE
COST: 65
This weapon discriminates against ogres giving the wielder a +40% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
SAURIAN DOOM BLADE
COST: 65
This weapon discriminates against saurians giving the wielder a + 40% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
SERPENT BLADE
COST: 80
These blades owe their name to the winding, serpent pattern that ripples across their surface. Serpent blades are renowned for toughness and feared for their deadly nature. The wielder gains a +25% to his BCP and every hit on a living character (but not undead characters) caused by a serpent blade, will result in two wounds instead of one.
TROLL DOOM BLADE
COST: 65
This weapon discriminates against trolls giving the wielder a +35% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
UNDEAD DOOM BLADE (COST: 70)
This weapon discriminates against the undead giving the wielder a + 40% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
DARK BLADE MAGIC
BLADE OF FEAR (COST: 50)
Enemy units in combat with the wielder of this weapon, suffer a - 2 morale modifier in all Morale Tests that occur as a result of that combat.
BLADE OF ICE (COST: 65)
Each hit a Blade of Ice achieves on any other living character causes two wounds. Blades of Ice are reduced to the status of normal weapons against Armour of Water Repulsion.
BLADE OF TERROR (COST: 75)
Any enemy unit within 15 cm of the bearer of this weapon, that has to take a Morale Test does so with a - 2 morale modifier.
BLADE OF THRALLDOM (COST: 90)
Any unit under the direct control of a character wielding this weapon gains a +4 morale modifier in addition to the character's normal MF. However, as this blade tests a unit's morale to breaking point, if they fail any Morale Test while the modifier is in effect, they will automatically rout, even if the result is only retire.
DWARF DOOM BLADE (COST: 75)
This weapon discriminates against dwarfs giving the wielder a + 30% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
ELF DOOM BLADE (COST: 75)
This weapon has been imbued with an abiding hatred of elves, giving the wielder of this weapon a +30% to his FCP when in combat with an elf (this benefit is not enjoyed by any unit he may be leading).
HUMAN DOOM BLADE (COST: 70)
This weapon discriminates against humans giving the wielder a + 35% to his FCP against such foes (this benefit is not enjoyed by any unit he may be leading).
LIFE STEALER (COST: 85)
This is a fearsome weapon. For each character slain the wielder has one wound healed. If he has no wounds then the blade has no effect and players should note that lives cannot be saved up against future wounds. Wounds inflicted by this weapon on other characters, that do not kill that character, do not heal any of the wielder's wounds.