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===Arcane Items=== '''''WARNING''''' These are items only available to Wizards. Most are one use only. *'''Book of Ashur:''' 20pts, Gain LoreMaster. *'''Feedback Scroll:''' For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+. *'''Scroll of Leeching''': This 25 point scroll doesn't let you dispel anything, but if a spell is cast, you add however many die your enemy used to cast the spell in question into your dispel pool. This might be enough to help you disrupt the endpiece of a magic combo. *'''Siveijr's Hex Scroll:''' This 35-point scroll doesn't dispel, but it does force an enemy wizard to roll under their Wizard Level or else be turned into a useless frog. While this doesn't outright kill them (though this frog is practically 1 in everything but wounds), it can seriously hamper them - just don't take too long as they have a chance every turn to break the curse. *'''Destroy Magic Scroll:''' 35 points gives you 6 free dice to attempt to dispel (8e was instant dispel). It also gives you the chance to erase the spell you just dispelled from the opponent's list on a 4+. *'''Power Scroll:''' 15 points to let all doubles that aren't 1s count as 6s when accounting for Absolute Power. *'''Channeling Staff:''' For 30 points you add +1 to channel rolls. Can only be recommended on a level 4, since they got four dice to roll. *'''Rod of Power:''' You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it's more than the number of die in the rod, you add them to the pool - otherwise they go poof. *'''Forbidden Rod:''' 15pts. Adds +d6 dice to the channeling pool, but you lose 1 wounds. *'''Earthing Rod:''' 15 points to re-roll one miscast. *'''Dispel Scroll:''' Ol' reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell. *'''Trickster's Shard''': For 20 points you get a single-use item that might force an enemy wizard to take an armor-ignoring wound after casting. *'''Wand of Jet:''' 20 points adds +1 bonus to spell casting Result. *'''Power Stone:''' 10 points to add +1d6 to a casting roll. *'''Luckstone:''' 10 points for a single do-over for a casting or dispel roll. *'''Sceptre of Stability:''' 20 points to add +1 to a dispel attempt. *'''Scroll of Shielding:''' For 10 points, you can gain Resist Magic 4+ instead of dispelling. *'''Wizard's Staff:''' 10 points adds an additional die to any casting roll. *'''Power Familiar:''' 20pts. +1 power Dice for your magic phase, but only the owner can use it. *'''Spell Familiar:''' 10pts. The user knows a additional spell from any of the lores they can learn, but they don't add to their casting roll.. *'''Gem of Taranto:''' 10pts. One use. The user can lean any one spell they dispel regardless of lore, but this spell must be of an appropriate level. *'''Mystic Maze:''' 20pts. One use. you can cause an enemy spell that targets a Friendly unit to scatter, potentially be harmless, Reverse Uno card, or make more problems. *'''Hypnotic Eye Scroll:''' 15pts. one use. Instead of dispelling a spell, the enemy wizard must make an Ld check, or else you can choose the target of the spell.
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