Bow of Hunting (15P):
Counts as a Longbow. Hits on 2+ and has S4.
Hail of Doom Arrow (20P):
When fired from a longbow, splits into 3D6 S4. Roll to hit seperately for each one. Must be directed at the same tar-get. Comes with a longbow included. One use only.
Arrow of slaying (20P):
When fired at a monstrous creature, counts as S7 D6 wounds arrow. One use only.
Bow of Loren (30P):
Counts as a Longbow. Range 36”. Shoots a number of shots equal to users Attacks. Hits are resolved at users Strength. All shots must be directed at the same target.
Bearclaws (40P):
For every two hits you get on the enemy, you may sacri-fice the two for one S7 D3 wound hit.
Hunting Spear (40P):
Replaces the character’s longbow. It counts as magical weapon without additional rules in H2H. It may be fired like a javelin with 18” range in the shooting phase. If it hits, it causes a hit like a bolt thrower. (S6, penetrates ranks) It comes back into the hand of its owner after that. You may stand and shoot with this.
Hawkbow (50P):
Counts as a Longbow. Range 36”. Shoots 5 S4 arrows. Must be directed at the same target. Once per game, the bow shoots a flaming, D3 wounds, S5 arrow that pentrates ranks as a bolt thrower. Unit wounded must take a panic test.
Magic Armours
Shield of Ptolos (10P):
Counts as a magical shield. Gives 1+ save against ranged attacks that cannot be improved.
Armour of Fortune (15P):
5+ armour save. 4+ ward save once in a battle.
Buckler of Bronze (25P):
Counts as a magical shield. 6+ save. Whenever the enemy rolls a 1 to hit the bearer in hand to hand, the bearer gets 1 automatic hit on the enemy at his basic strength.
Armour of protection (30P):
4+ armour save. 5+ ward save.
Armour of Absorption (50P):
5+ ward save. 6+ save. Confers magic resistance (1). Dis-count the first hit suffered in the battle.
Talismans
Amulet of protection (15P):
The Bearer and his unit gain magic resistance(1).
Amber Amulet (20P):
Bearer recovers one wound each turn if he’s still alive.
Heart of the Bear (25P):
Can be activated at the beginning of any turn in the game and lasts until the end of that turn. The bearer gets +1 A, S, I, and M. One use only.
Talisman of Live (30P):
2+ ward save against a single wound. One use only.
Vambraces of Lightning (30P):
5+ ward save. Once in a battle, at the beginning of a com-bat phase, unleashes a glancing flash at every HtH oppo-nent (even against spearmen or similar enemies in addi-tional ranks). They attack at least. But if they are able to attack at first anytime they attack with their initiative.
Relic of Glades (50P):
4+ ward save. Dryads and Treemen within 6“ get I+2. (It is enough if the unit is only partly in 6”.)
Arcane Items
Scroll of power (10P):
+1 either dispell or power dice. One use only. May be taken more than once.
Rune Stones (10P):
Bearer gets a spell more than normal.
Stone of Knowledge (20P):
Allows you to reroll all the dice used to cast a spell. May cause total energy or prevent a total mistake. One use only.
Wand of the forest (30P):
Bearer gets +2 energy dices if he’s in a wood.
Cloak of the Woods (30P):
If bearer is in woods, bearer my dissapear and reapear in a woods up to 24” away in the movement phase.
Wand of Jet (40P):
Adds one dice to your power dice pool and dispel dice pool in each magic phase.
Wand of the Wych Elm (60P):
You may choose one of your spells with max complexity 10 at the beginning of the game. You may cast this spell for free in each of your magic phases. Power level is that of the casting cost.
Enchanted Items
Healing Stone (10P):
Bearer is immune to all sorts of poison.
Necklace of Jade (10P):
Bound Spell, Power 4. Bearer is teleported to the nearest wood.
Drums of Thunder (20P):
Bearer causes fear.
Pipes of Deception (30P):
Bound spell, Power 4. Every enemy unit within 24” must move towards bearer as fast as possible in their next movement phase. It doesn’t work against units that are immune to psychology but against raging units.
Othu’s Feather (30P):
Missile attacks from the bearer and his unit are at +1 to hit.
Magic Banners
Banner of the Bear (25P):
Any enemy unit in H2H with the bearer or his unit never gets the bonus to the combat resolution for outnumbering.
Banner of the Lynx (25P):
If the bearer or the unit he is with flees from a charge and are not destroyed by the charging enemy, they rally auto-matically and may change direction like usual. In their next turn they can act normally.
Banner of the Forest (30P):
The unit gains magic resistance (2).
Banner of Glades Power (40P):
Unit is unbreakable when in a wood.
Flag of Annihilation (40P):
Spear armed units only. +1 Strength on first round of combat.
Banner of Lightning (80P):
Bound Spell, power 6. Unleashes 2D6 lightning bolts with range of 24”, requiring LOS. Each bolt does a S3 hit with no armour saves.
Banner of Athel Loren (100P):
Unit is immune to the affects of every enemy spells that affect them directly. (Doesn’t work against flaming sword and similar spells.) And every Wood Elves unit within 12” of the standard and in a wood is stubborn.
Potions and skills of the Wood Elves
Potions and skills count towards the point limit for magic items but may be several times per army but only once per model. And their permanent effect (if they have some) can’t be nullified with magic items or spells.
Healing Herb (10P):
Bearer regains 1 wound. Can be taken multiple times. One use only, only one healing herb may be used per turn.
Horse Friend (10P):
A character with this skill has Fast Cavalry rule. Only for Characters on Elven Steeds or Unicorns.
Pathfinder (20P):
A Character with this skill has the Scout rule and may deploy with scouts or waywatchers that use their special deployment rules. He can see 4” through forests.
Yew Sap (20P):
Works only on non magical weapons. Any model wounded can not attack for the rest of this combat round.
Cinebane (20P):
Bearer gains +1 attack.
Wine of Kurnous (20P):
Reroll either to wound or to hit roles in one combat phase. One use only.
Warrior of the skies (20P):
A character with this skill gets a Warhawk as mount. He may escort an unit of Warhawk Riders. If he does so they may move after rallying like Fast Cavalry. Only for Guardians and Lords of the forest.
Tale Singer (30P):
May choose his spells freely. Only for sorcerers and master sorcerers.
Elven Wine (30):
Bearer and his unit are immune to fear and terror.