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===Arcane Items=== ''Almost all items in this category are one-use only, unless noted otherwise.'' ''All scrolls, except Power Scroll, are used instead of dispelling attempt.'' *'''Book of Ashur:''' 70pts for +1 to casting and dispelling attempts. Basically a bonus caster level with no bonus spell for almost twice the price. A nice item, but leaves your mage with 5+ ward save top, though can be less of an issue for a Slann or High Magic Archmage. This one ain't one-use. *'''Feedback Scroll:''' 50pts to roll a dice for each power dice roled. On a 5+, the casting wizard takes a wound with no armor saves allowed. Questionable value, given its cost and the fact it cannot reliably kill a lord-level wizard with even 3+ ward save. *'''Scroll of Leeching:''' 50pts to gain dispel dice equal to the power dice used for the spell. Very situational and too expensive because of it. *'''Siverjir's Hex Scroll:''' 50pts to attempt to transform casting wizard into a toad. He has a chance to resist by testing on his wizard level. Once again, a bit too expensive - turning low-level wizards is a bit pointless, high-level wizards have a good chance to resist. Still, can be useful in smaller games, which often rely on low-level wizards. Also, it is hilarious. *'''Power Scroll:''' According to the FAQ it now halves the casting value of an un-boosted spell. Might be good, as it allows a lvl 4 wizard to somewhat reliably cast Occams or Dwellers with two dice. *'''Wand of Jet:''' 35pts for, basically, an additional power dice. Must be used ''after'' casting, so can improve a failed attempt, but still too expensive. Skip it. *'''Forbidden Rod:''' 35pts for d6 additional power dice, causing d3 wounds to the wizard. Not really worth it - while a good magic phase could be worthy of sacrificing your wizard, this item can kill your wizard before he gets irresistible force - so not good. Could be used if your wizard has a ward save (5+ or greater). And 3 or more wounds. And a way to heal (lore of life, lore of vampires). And doesn't roll a misscast on any of its spells on the turn you get D6 extra dice. Still 8/81 chance to die. Extremely situational. *'''Trickster's Shard:''' 25pts for an item that can be used before a bearer's magic phase, causing a wound to each dispelling wizard on a roll of 5+ for each dispelled spell. Normally of debatable worth, but take it on Loremaster or Slann with all signature spells & Ruby Ring of Ruin and get either a free casting phase or a dead enemy wizard. *'''Earthing Rod:''' 25pts to reroll a result of a single miscast. Nice item, especially if you like to dish out big spells. *'''Dispel Scroll:''' 25pts for automatic dispel. You know it, you love it. Always, always take it when playing against any Elves, WoC, DoC, Skaven (yeah, if you have a chance to dispel the Dreaded 13th, you must use it), etc. If you don't, you will be burned, cursed, hit by lightning, burned agains, frozen, lacerated, infected, scared, weakened, confused, transformed, impaled, disintegrated, raped by demonic or fey entities and dragged screaming into abyss. *'''Power Stone:''' 20pts for two bonus power dice, but these must be used before rolling for the spell. IMHO, more efficient than Wand of Jet. *'''Sceptre of Stability:''' 15pts for a Wand of Jet, but for dispel attempts. Can be useful. *'''Channeling Staff:''' 15pts for a permanent item, which adds +1 to channeling attempts. Not bad at all, glorious if you have a Slann with the cheap little discipline that grants channeling on 3 dice instead of one. *'''Scroll of Shielding:''' 15pts to get the target unit of enemy spell a 4+ ward save against that spell. Pretty good, especially against blaster wizards. *'''Staff of Sorcery (FAQ'ed):''' 35pts for a +1 to every dispel attempt by the bearer. Only worth taking on a level 2 or level 4 mage, costs the same as a wizard level but "only" adds +1 to your dispel attempts. Still, dispelling at +5 can really shut down a magic phase. Or your level 2 mage dispells like a level 3 but costs less and is paid from your Heroes allowance instead of Lords.
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