I II Magical items

M
agical
items
Scroll of Restoration
(15 AP, Rarity 0)
This Magical Item can be used once per Game, at the start
of the Bearer’s Activation. In such a case, turn over one
Exhausted Vortex onto its non-exhausted side. It can thus
be used again to invoke an Elemental.
Since Athora’ awakening, magic has returned to Drakerys. The essence of magic can take
several forms and one of the most powerful of all is impregnation. Many items have thus
been impregnated with magic. These rare items are powerful and coveted.
Pendant of Power
(20 AP, Rarity 2)
Whenever the Bearer casts a Spell, all “1” on their Spell
Roll can be rerolled once.
Gemstone of Absorption
1) Rules of attribution
(15 AP, Rarity 0)
This Magical Item can be used once per Game, just after
an Enemy Wizard within 50 cm of the Bearer made a Spell
Roll. In such a case, cancel 2 Successes from this Roll.
During the Recruitment of your Army, you can choose
to grant the Heroes in your Army with Magical Items.
A single Hero can only be granted one Magical Item.
They then become the Bearer of this Magical Item. Every
Magical Item has a Cost in Army Points and a Rarity
Value counting in the Strategic Value of your Army.
A single Magical Item can only be present once in an
Army.
Potion of Strength
(10 AP, Rarity 0)
This Magical Item can be used once per Game, at the start
+2
of the Bearer’s Unit Activation. The Bearer gains
Strength bonus until the end of the Round.
Rune of Primal Spell
2) List of the Magical Items
Boots of Speed
(5 AP, Rarity 2)
The Bearer is granted a
Ring of Blades Control
(25 AP, Rarity 1)
Every time the Bearer is the target of an Attack, the owner
of the Enemy Unit rerolls once every Success on their
Attack Roll.
Magical Shield
(15 AP, Rarity 0)
The Bearer is granted a
Purple Acanthus Berries
+1 Resistance Bonus.
Conch of Domination
(5 AP, Rarity 0)
This Magical Item can be used once per Game, at the
start of the Bearer’s Unit Activation, if the Bearer is Free.
In such a case, the Unit heals all its Wounds, which are
removed.
(15 AP, Rarity 2)
The Bearer is granted the Skill Charisma.
Magical Sword
(30 AP, Rarity 1)
The Bearer is granted a
Banner of Bravery
Mask of Terror
(5 AP, Rarity 0)
The Combined Charge Actions made by the Bearer’s Unit
cost 3 TS instead of 5 TS.
Drakerys
+5 cm Bonus when Marching.
(20 AP, Rarity 1)
When assigning this Magical Item, select one Spell with
a cost of either 1 Water Mana, 1 Earth Mana, 1 Fire
Mana or 1 Air Mana. This Spell shall then be contained
within the Magical Item. When the Bearer Activates,
once per game, they can make a Special Action that
costs 1 TS. The Spell is then automatically cast with the
Level corresponding to 1 Success. Besides, the Bearer is
then considered as a Wizard casting the Spell for all the
effects thereto.
Talisman of Camouflage
(10 AP, Rarity 1)
Whenever the Bearer’s Unit is the Target of a Shot, the
Enemy Unit suffers a -1 Shooting Penalty.
Tiara of the Arcane
+2 Power Bonus.
(5 AP, Rarity 1)
When choosing the Bearer’s Spells, you may choose one
extra Spell.
(10 AP, Rarity 1)
The Bearer is granted the Skill Dreadful.
I
Magical items
Drakerys
II
Magical items