WARHAMMER ARMIES -
TILEA

MAGIC ITEMS

WAR ENGINE TOME OF KNOWLEDGE (25 points)
This tome may be given to any unit of war macines. The tome allows any unit to re-roll any misfire result once. If the re-roll still results in a misfire, add +1 to your misfire result roll before consulting the misfire table.

WAR TELESCOPE (50 points)
Allows any war machine unit to re-roll it's misses with ballistic war machines. Any roll on the scatter dice that does not result in a hit may be re-rolled once. If the roll still does not result in a hit, the artillery dice result may be reduced by half.

RING OF LIGHT (75 points)
The Ring of Light cloaks the bearer in a shield of pure grail fire. Any magic spells cast at the bearer may be instantly dispelled. The ring may be used only three times in this manner.
DISCARD AFTER THREE USES
FOLLOWERS OF THE WHITE PATH ONLY

GREATER CLOAK OF COMMITMENT (70 points)
Strand by strand, fine worm-spun silk is dipped into the fountain of the Temple of Jean the Pios and woven via a complex magic spell known only to the greater priests of the temple. The Greater Cloak of Commitment will dispel all spells (except those of the White Path) on a d6 roll of 4, 5, or 6. In addition, the Greater Cloak of Commitment allows the wearer to re-roll any missed save, saving on a 4, 5, or 6.
FOLLOWERS OF THE WHITE PATH ONLY

SCROLL OF RIGHTEOUSNESS (75 points)
The Tome of Righteousness may be used in conjunction with any Follower Magic Spell. When cast, place this card on the table to allow the spell-caster to ignore any and all dispel magic or destroy magic cards. The spell cast cannot be dispelled in this magic phase. If the spell has a duration of more than one turn, this card provides no more protection from dispels after the phase in which it is cast.
ONE USE ONLY. DISCARD AFTER USE
MAY BE USED BY WHITE PATH PRIESTS ONLY

HOLY SEPULCHER OF FORGIVENESS (100 points)
The flat lands of the One God are barren but for the souls of those waiting for their turn to enter the gates of the afterlife. A single white path splits across this desert, showing the way to the gates. Depending on the character of the dead, the journey to the gates can take moments or centuries across the parched clay of the Path.

If the bearer is killed, they are sent to the flat lands of the One God to be healed. Remove the model from the table immediately and for the remainder of the next turn. At the end of the next turn, after the magic phase, return the figure to within 6" of its previous position. The character is fully healed, and may continue as normal at the beginning of the following turn.
FOLLOWERS OF THE WHITE PATH ONLY

TOME OF THE WAY (150 points)
The Tome of the Way allows the bearer to have extra magic spells available during the battle. Before the game begins, roll d3; this will represent the number of extra magic spells that the White Path Priest may take with him into battle.
WHITE PATH PRIESTS ONLY

BOOTS OF WATER WALKING (15 points)
The Boots of Water Walking allow the wearer to walk across any body of water, be it river, lake, or stream, as if it were clear ground.

SWORD OF STONE (65 points)
The Sword of Stone is a double-handed weapon believed to be crafted from Grail Fire during the reign of one of the earlier Potentates. The wielder of this weapon gains +1 S and +1 WS. The Grail Fire used to sharpen the blade has given it an edge which normal armor cannot resist. No saving through for any wounds caused.

THE RED GRAIL (75 points)
The Red Grail purportedly contains the spirit of the Great One herself. When Undead are within 12" of the grail, they will see a brilliant, blinding light emanating from the bearer. All attacks against the bearer of the Red Grail are made at -1 to hit. When held, the gold-gilded Red Grail bleeds dark red blood, giving the grail its name. Over the course of one day, it will bleed enough for one drink. When swallowed, the Red Grail will heal all wounds.
HEALING ABILITY IS ONE USE ONLY.
FOLLOWERS OF THE WHITE PATH ONLY.

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