Arcane items are items that enhance a Wizard's magical powers in some fashion. Only a character with a Wizard level can carry Arcane Items. Characters with no sensitivity to magical essences and mysteries will either find an Arcane Item useless and inert, or have their brains sucked out through their ears should they try to use it. Unlike other magic items; Wizards that are Lords can take up to two Arcane Items. If they do so, one of their Arcane items must be marked as "one use only". Note that they may not take two "one use only" items.
One use only. When an enemy cast a spell, the bearer may immediately counter its effects by reading the Destroy Magic Scroll to release the spell written upon it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dispel dice to attempt to dispel the spell, which cannot be combined with any other dispel dice (Ultimate Power applies as normal). In addition, roll a D6. On a 4+, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard suffer 1 Wound which Ignores Armour Saves for every result of 5+ rolled.
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell's energy is transformed and redirected at the caster. The enemy wizard can resist the spell's effects by rolling equal to or under his wizard level on a D6. If failed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of their characteristics are reduced to 1 (except for his wounds, which are unaffected). Their controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to their normal form.
The Wizard gains the Loremaster special rule.
At the end of each magic phase (yours and enemy's), you can save up to three unused power/dispel dice from the pool and store them in the rod. At the beginning of each successive magic phase (yours and enemy's), roll a dice. If the result is equal or higher to the number of dice stored, add them to the power/dispel dice pool, if the result is lower than the number of dice stored, they are lost.
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This gives them 6 free dispel dice to attempt to dispel the spell, which cannot be combined with any other dispel dice (Ultimate Power applies as normal). This may also be used to dispel spells that Remains in Play.
One use only. The Mystic Shield of Brag may be used against any enemy spell that directly targets any friendly unit. The enemy spell has no effect.
The Familiar adds one Power Dice in each of your Magic phases.
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell.
The Wizard rolls one additional dice whenever they attempt to channel power or dispel dice.
One use only. The Mystic Maze may be used against any enemy spell that directly targets any friendly unit. Roll 3D6 measured from the centre of the unit; this is the distance the spell scatters in a random direction. Should the spell end up on another unit, this unit will become the target of the spell; otherwise the spell has no effect.
The bearer gains a +1 dispel bonus.
The bearer gains a +1 casting bonus.
The Wizard can choose one Signature spell as an additional spell from any of the eight Lores of Battle Magic in this book, even if they normally cannot choose that lore.
One use only. If the wizard suffers a miscast, they do not add the number of power dice used to the result.
One use only. The Forbidden Rod adds +D6 dice to the power pool at the start of the caster's own magic phase, but also inflicts 1 Wound which Ignores Armour Saves on the bearer.
One use only. The Hypnotic Eye Scroll can be used whenever an enemy wizard successfully casts a spell instead of attempting to dispel. The casting wizard must pass a Leadership test; if failed, you may choose the target of the spell just as if you had cast the spell yourself. If no target can be chosen, the spell has no effect. Note that the spell is still cast from the original Wizard as normal.
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, any roll of a double (except 1's) counts as a 6 for the purpose of resolving Ultimate Power.
One use only. The Gem of Taranto can be used whenever you successfully dispel an enemy spell (except Summoning or Innate Bound Spells). The bearer of the Gem will be able to cast the spell themselves (limited by their Wizard level as normal) for the remainder of the game, even if it is from a lore not normally available to them.
One use only. The bearer can re-roll all of the dice rolled to cast or dispel a spell. This can effectively cancel a miscast result, and cause Ultimate Power or a miscast.
One use only. The Wizard can declare that they are using the power stone immediately before casting a spell. If they do so, +D3 dice are added to the power dice that they are going to roll (you still need to roll at least one dice from the power pool).
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted Magic Resistance (3) against the spell.
The Wizard knows one additional spell from those normally allowed to them.
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer's spells is dispelled by an enemy wizard, roll a D6. On a 4+, that wizard suffers a Wound which Ignores Armour Saves.
The Wizard's Staff allows the bearer to use one more dice than they are normally allowed to when casting a spell (eg, a Wizard that can normally use up to two dice to cast spells will be able to use up to three dice).