Documents Similar To Warhammer Armies High Elves - 8th Edition. Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - Uploaded by. Warhammer Armies High Elves - 8th goudzwaard.info - Download as PDF File .pdf) or Warhammer FB - Army book - Warhammer Armies Dark Elves (8E) - pdf. Warhammer/Tactics/8th Edition/High Elves. From 1d4chan. Jump to: navigation, search. Contents. [hide]. 1 Why Play High Elves; 2 Army Rules; 3 Unit Analysis Well you see, in the High Elves book, there are three primary.
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Find many great new & used options and get the best deals for Games Workshop Warhammer 8th Edition High Elves Hardcover Codex at the best online prices. Results 1 - 24 of 25 WARHAMMER ARMIES LIMITED EDITION HIGH ELVES 8TH EDITION . Warhammer High Elves 8th Edition Army Book Games Workshop. Hello there, and welcome to the 8th edition High Elves handbook. . with the largest Lore selection of any army in Warhammer - not only do.
Multiple units in this army either have this special rule innately, or they have access to it through means of equipment; though it won't always come into play, it can grant a significant boost to ones' survivability against certain units - such as the now infamous Skull Cannon of Khorne. Arrows of Isha - The blessings of the goddess herself inscribe any weapons with this special rule as having magical attacks, and providing a -1 armour save modifier to forces of destruction wounded by them.
This is relevant only for two units in the codex - one a character, the other a Rare choice - and it makes them a more alluring option against armies that can field ethereal units or where the armour save modifier becomes pivotal - such as Vampire Counts or Warriors of Chaos. Hurrah, hurrah, for the Krogan Que Vaul's Forge Magic Items Blade of Leaping Gold Magic Weapon - As the most expensive magic item in the army book, one could reasonably expect it to be the strongest available.
Unfortunately, that really isn't true of the Blade of Leaping Gold, and that comes down more to the actual army book it is featured in. Now, providing the bearer with an additional three attacks and the potential to ignore armour saves with a to wound roll of a six with the weapon is quite nasty, no doubt. However, in an army where the highest base Strength is four, and where accessing ward saves is expensive save for one generic character in particular, its value is diminished; hitting the enemy has never been the problem for High Elves, as wounding is what we always struggle with.
For its cost, it would likely see use on expensive Lord characters geared for combat against a wide array of enemies, and outside of lightly armoured rank and file troops, it simply isn't strong or reliable enough to justify its cost.
If it were in an army book where the basic Strength of a character was five or six, it would be a much more justifiable proposition; otherwise, I simply couldn't recommend this weapon for competitive play. There is one exception to this rule, though; combine this weapon with a Potion of Strength saddled with a Prince, and watch as gore is strewn in ungodly amounts. The only real issue here is that it leaves the Prince relatively defenceless in terms of ward saves, and this insane damage output lasts only for a single turn; use it well though, and it could easily turn the tide of a battle.
For general play though, I would most definitely be looking at weapons that boost the strength of your characters, not their number of attacks. Star Lance Magic Weapon - One of the famed magic items of the classic Imrik, the Star Lance is the considerably cheaper melee magic weapon of the pair found in the army book, and its worth is far greater. On the turn a mounted character wielding this weapon charges, they gain a bonus of three to their strength, and all of their melee attacks ignore armour saves; this, in conjunction with Always Strikes First and the very high Weapon Skill and Initiative of our combat characters, makes for a literal blood bath.
Like any lance weapon, it suffers from not working if the user is charged, or in subsequent rounds, but given both how hard-hitting and mobile High Elf cavalry are for the most part, this shouldn't be too much of a deterrent.
The Star Lance actually has a useful clarification in place that makes it even more attractive; the user must switch to a different weapon after that first round of combat, meaning one can then switch to another still somewhat impressive weapon - such as a great weapon - to keep the carnage flowing.
For how cheap it is, one simply cannot go wrong. This works really well with a wide variety of mounted characters. Reaver Bow Magic Weapon - The odd duck out in terms of magic weapons as it is a ranged item, the Reaver Bow packs a solid three Strength five shots for a very low cost. In a nutshell, give it to a ranged character sitting back with Archers or Maiden Guard of Averlorn, and reap the benefits. Don't expect it to do too much, but for how cheap it is, it is a pretty neat way to give such characters a bit of punch at range.
Armour of Caledor Magic Armour - A suit of magical armour that effectively combines the Armour of Silvered Steel, the Dragonbane Gem, and the Talisman of Protection into one handy magic item - that only takes up one slot, mind, allowing you to take a magic talisman as well - for less than the sum of its parts. It works better for a character on foot, as it is more difficult to boost their armour save to such levels without using mounts or barded steeds.
Shadow Armour Magic Armour - Available only to a model that isn't mounted, Shadow Armour functions like heavy armour, though it grants the Scout and Strider special rule to its wearer.
The latter is handy as it makes the wearer immune to dangerous terrain, though the former is likely the real reason you would use this armour; it allows the character to deploy virtually wherever you need them to be, provided they are outside of striking distance of the enemy. This is designed to be used in conjunction with Shadow Warriors, or as a risky method of delivering a specific character into a good location.
Many Blue Dragons have been said to flock to a site where the Azyr Winds pool and even follow the impetuous young heaven Mages of Eataine, Ellyrian and some of the other outer Kingdoms. Blue Dragons can range from a deep azure to the brightest blue, some even have pure white scales and wings, like clouds before the storm. Some Blue Dragons grow dark in hue as the centuries and millennia pass, while others grow lighter.
Malhandir: Tyrion rides Malhandir, the greatest and noblest Elven steed since Korhandir, the father of all horses.
Defender of Ulthuan: Prince Tyrion is renowned across the island continent of Ulthuan as the finest warrior of the Elven race. Even Finubar, the Phoenix King bows to Tyrions incredible wisdom in matter of warfare. If you field Tyrion in your army, he must be the armys General. In addition, his inspiring presence range is increased to 18 and he may benefit from Look Out Sir!
Martial Defence: Tyrion is an expert at turning aside his foes attacks and deftly avoiding strikes that would decapitate a lesser warrior. Tyrion is immune to the effects from the Killing Blow special rule, this includes Heroic Killing Blow.
Mighty Stomp: Malhandir is literally a creature of legend, the largest and greatest living Elven steed. Malhandir has a special Stomp attack that deals D3 hits instead of the usual one.
The white hot runes along its length smoulder with incredible power destine blazing ruin for its victims. It also grants him a Strength 4 Breath Weapon. Dragon Armour. Heart of Avelorn Enchanted Item This highly polished ruby glows with an inner light and is warm to the touch. It was a gift from the Everqueen to Tyrion that protects against evil magic. It is said that it also grants the bearer the power to cheat death. In addition, the first time Tyrion is killed, the Heart of Avelorn returns him to life with D3 Wounds.
When this happens do not remove him as a casualty, simply leave him where he is and note the D3 Wounds on his profile.
The Boon of Isha: The Everqueen is able to harness the power of Isha that flows throughout the world, and focus it to invigorate the pure of heart. All of the units attacks also count as magical for that phase. Chaos Bane: Alarielle radiates harmony and order, her power is that of Isha herself. All that is Chaos is anathema to her. Daemons which approach her feel this power. It dissolves the magic that binds them together and holds them to the mortal plain. They feel their energies dissipate and the Realm of Chaos draw them back to mindless oblivion.
Any Daemon model or unit within 6 of Alarielle at the start of the Magic phase suffers D6 Strength 5 hits, which count as magical attacks and allow no saves of any kind. In addition, any Daemons of Chaos, Warriors of Chaos, Beastmen, Vampire Counts or Skaven model that is in base contact with Alarielle or her unit at the start of the Magic phase must roll a D6 for each magic item they have, on a roll of 6 the item is destroyed and cannot be used for the remainder of the game.
Touch of the Everqueen: The Everqueen is the embodiment of harmony and peace, she abhors violence and would not harm a soul. Though at her merest touch, her would be assailants find themselves momentarily incapable of fighting, dazzled by the will of Isha. Alarielle has the Always Strike First special rule, but will still hit first even if the enemy also has Always Strike First. Also, if she hits her target, no To Wound roll is made, instead the model may not attack that turn and any other models attacking it hit automatically that phase.
In the case of a split profile model such as a Chariot, ridden Monster or War Machine , use the highest Weapon Skill, but if she hits, the entire model is affected. Handmaidens of the Everqueen: The Handmaidens of the Everqueen are not mere courtiers and attendants, but an elite warrior guard whose duty is to serve and protect their mistress.
It is an incomparable honour to serve the Everqueen and only those with great natural gifts are chosen, the most talented singers and musicians, the most beautiful, the fleetest and most graceful, but above all the most loyal.
If you field Alarielle in your army, you must include at least one unit of Maidenguard of Avelorn, which must have both the Horn of Isha and the Sacred Banner of Avelorn This unit counts in all respects, as Alarielles Handmaidens.
Alarielle must set up with her Handmaidens and she will not voluntarily leave them, the whole unit gains the Unbreakable special rule while Alarielle is with the unit. In addition, if Alarielle is ever killed, all units of Maidenguard suffer from the Hatred special rule see page 9. This ancient heirloom absorbs the magic that flows through the land and gathers it up, enabling Alarielle to direct it as she wishes.
In ancient times the Stave accomplished great deeds of sorcery. Today its power is diminished because so much of the magic of Avelorn is drained away by the Vortex created during the great Chaos War. None-the-less it remains a potent reminder of the days when Elven mages bestrode the world like colossi and all nature bent to their will. Once per Magic phase, Alarielle may cast one of her spells like a Bound spell. This can be a spell she has already cast during this turn and has a power level of 2.
Shieldstone of Isha Enchanted item Upon her breast Alarielle wears a gem of unsurpassable workmanship. This is the Shieldstone of Isha, as old as Ulthuan herself and pulsing with inner energies.
It is magically attuned to the Everqueens aura and only she may release the magical power it contains. The stone wards away harm from the pure-hearted, deflecting blows and dashing arrows to the ground. Star of Avelorn Enchanted Item About her brow the Everqueen wears a light diadem of Ithilmar in which is set a single radiant gem, which Aenarion gave in tryst to Astarielle.
This is no ordinary gem, but is said to be a star taken from the heavens by Isha and bound within a magical crystal. At the start of the High Elf turn, Alarielle may attempt to heal a wounded High Elf character within If there are no wounded characters within range, she may use the Star to heal herself. Ascended Asur Magistry: Teclis is a mage of prodigious power, able to stand against any other wizard in the world.
Teclis has the Asur Magistry special rule. In addition, he is not bound by the effects of Not Enough Power! Similarly when dispelling, it is not an automatic failure when the natural dice total equals 3 or less, just like with Not Enough Power!.
High Loremaster: Teclis is the most powerful mage in this age of the world. He is master of the foremost mages of the High Elves and has studied in their libraries for countless human lifetimes. Teclis may use more than six Power Dice when casting spells, and may dispel an enemys spell that is cast with Irresistible Force if his dispel attempt is also an Irresistible Force.
He chooses to re-roll the 2, 2 and the 1, giving him a 5, 3 and 1, for a new total of He may then also re-roll any dice that fail to wound any models in the unit. This may cause or prevent a spell being cast with Irresistible Force and may cause a dispel attempt to be made with Irresistible Force in the same way. Teclis Channelling attempts succeed on a roll of 4, 5 or 6, instead of the usual 6.
Armour saves cannot be taken against wounds caused by it either. This power flows through Teclis, invigorating his feeble frame and filling him with magical energy. These dice may be added at any time during the Magic phase, and also count as Teclis Channelling attempt. Scroll of Hoeth Arcane Item Though clearly ancient and fragile, this well-worn heirloom has seen a thousand battles and will see many more. One use only. When an enemy Wizard casts a spell, Teclis may use the scroll in the same way as a Dispel Scroll with the same effect.
In addition, both Teclis and the caster roll a D6 and add their respective Leadership values, if Teclis scores higher, the spell is removed from the casters mind and may not be used for the remainder of the game.
It enables Teclis to unleash his full magical potential in battle. It is seldom seen outside the walls of the White Tower unless in times of peril. It was gifted to Teclis by the former High Loremaster on the eve of the young mages departure on the quest to find his brother, Tyrion.
Glamour of Hoeth: Belannaer is surrounded by a shimmering magic that confuses and disorientates, so deeply is the old Loremaster imbued with magic. At a mere 50 points 65 after upgrades , it's easy to field a couple eagles in any game higher than These guys are still the champions of war machine hunting, redirecting, and mage hunting, but they die easier than Silver Helms and it's hard to argue with the Reavers having a ranged attack on top of that role so the primary use of the Great Eagle is now to do the same role but save points a group of 5 Reavers without bows would cost 80 points and with bows would cost 95 points, a group of 5 Silver Helms with Shields would cost , and all 3 choices fulfill the same role to different capacities.
With T4 and W3, they're kinda survivable, but don't expect them to survive through the end of the game. They are the ultimate sacrificial units in the chaff slot, and can usually slow down other units and kill at least their points worth, with their two S4 attacks coupled with ASF and Armor Piercing.
A unit of Shadow Warriors can fulfill it's role to an extent as well, but Eagle are still preferred. Sisters of Avelorn: The sites are closing in.
They have flaming arrows that hit at S4 and cause a -1 armor save when you fire on the Destruction-aligned armies, and all that with BS 5.
Volley Fire is an option as well. For 14 Points this is a deal and they can shoot out of 3 rows and reduce everything in 24 inches to a burning pile of whatever. When coupled with a Handmaiden giving them fast shooting they are even better, because running without penalty to shoot is always a boon. Also, they're sexy. Still they are only as tough as normal archers so don't except them to take much punishment. Flamespyre Phoenix: If you're taking the Flamespyre Phoenix, you should really scroll up and read the section for it as a mount for an Anointed of Asuryan.
That's really how you want to play it, otherwise the Frostheart is what you are looking for. You are paying an extra points for a rider who is completely useless when the Phoenix is doing flyby burning, which is how you should usually be using it.
Just take the Flamespyre alone and concentrate on flyby and charging smaller units. Frostheart Phoenix: When you get old, you get cold more often it seems, this is especially true if you were a fricking blazing Phoenix, since you become a freezing Phoenix.
It is tougher and stronger than its younger version but can't drop napalm and loses its "I'll be back" ability.
So it costs a fraction more and if you want to have your monster stay alive instead of maybe coming back to life this is your choice. Causes Terror, which is great. Its chilling aura is insane.
For all intents and purposes almost it has T7 in combat and if it assists another elven unit that unit will experience the joy of Pseudo T Although it can pull chaff duty, that's really not where you want it unless you're just looking for more time to fill the enemy with arrows and bolts. Frosthearts should be with your main force, hitting whatever needs to be weakened the most after it's already in a fight with your anvil force.
Did I mention the rulebook, templates, and artillery dice? download two of these treasure troves, then sell the Skaven packaged with the rulebook. With that alone, you can probably recover the costs of the boxes. After that, you get 20 Lothern Sea Guard, 20 Swordmasters, 10 Reavers, 2 Mages, and 2 Princes on Griffons but those can also be run as Princes or Nobles on Eagles or even as just a regular Great Eagle if that's how you're going to go about it.
That's the perfect start to any high elf army. After that, start browsing site. Search Warhammer High Elves by ending soonest, crunch the numbers so you know Games Workshop's price per model, then factor in shipping. With patience, you can assemble a High Elf army at a fraction of the price downloading new would have cost, and you can even get some of the nifty old metal minis to be proud of!
Army Composition[ edit ] A High Elf army must either be defensive or offensive, having a mix between the two means that your opponent is only ever facing half of your army at any one time. The good news is, however, that once the focus of your army has been chosen there is still a lot to choose from and a lot to tinker with. Whichever approach you take you need to think about what you are going to do if the enemy has the same plan, or at least refuses to do what you want.
While your awesome defensive army with lethal flank charges and such might be awesome when your opponent foolishly charges his whole army towards your block of spearmen, if you're playing against a dwarf gunline who's plan is to just never move then you're going to have problems.
All lists need to have a plan for handling war machines which are to be expected from every opponent and some number of units to help you control the enemy movement.
A few great eagles and a unit of reavers can find a place in almost any army for exactly this reason. Yes, your army needs to be focused but it also needs to be realistic. You need to be able to get some units out on the flanks to clog up charge lanes or divert shooting while your combat dudes jog across the board. If you don't do this then even the best defensive list will get outmaneuvered and the best offensive list will get pulled out of position by enemy chaff. You don't want to spend a lot of points on these units, but they need to be there unless you have an extremely good reason not to have them.
The any-roll-of-a-six-to-wound-ignores-armour-saves thing fails to offset its points cost. Star Lance: 30 points, better than a lance. Excellent for a kick-ass charge, good on a dragon or a griffon as all you will be doing is charging.
Getting the Giant Blade from the rulebook will give you that strength in following rounds of combat however. Strider is nice in itself, but unless you're going with Shadow Warriors he'll be on his own if you use Scouts.
Still a very good choice, especially for a hero e. BSB in a unit. Nice way to spend ten points as it essentially downloads you another wound if you lack a save. Enchanted Items: Moranion's Wayshard: 50 points for Ambushers that is also applied to a unit of up to 30 Spearmen or Archers that the model is in. A unit that can hold its own behind enemy lines? Yes please. Khaine's Ring of Fury: Soul Quench as a bound spell with 3 to cast for 25 points.
The best thing about this is the Ward save you get at the end, but a cheap magic missile is good too. Cloak of Beards: 10 points to cause Fear is brilliant. Against Dwarfs it causes Terror instead and blows up their magic items, but gives them Hatred against you. Arcane Items: Book of Hoeth: 55 points to re-roll one dice for casting and dispel attempts that are not 6s. Gives you a surprisingly good magic edge, might seem pricey but why should your Prince get his toys and your Archmage be left with nothing?
Ward then had the balls to make this banner give stubborn to dragons within 12 inches. DoC players, Skaven players and Wood Elf players won't play with you if you use this. Empire player passing by, if you bring this banner I won't play with you either. Dwarf player here, I wouldn't play with you either. I don't think anyone will.
A lot of players will whine at you, but keep in mind you're just using the tools your army's got. If someone says they won't play with you because of a certain magic item, it's time to find a new gaming group. Note that despite it sounding like a slow weapon that would negate your ASF, it doesn't. Obsidian Blade: 50 points to ignore armor, great for tailoring your list but as a list you intend to stick to through thick and thin you don't want it.
Take if it you already took the Giant Blade or if you need those 20 points for something else. Once again, you don't need more attacks you need stronger ones.
Fencer's Blades: WS 10 for 35 points, but you can't use a shield with it. The Prince has a WS7, and thus this isn't that great when you could bump up his Strength or even his Attacks. Noble and Sea Helm have WS6, better but still not good. Handmaiden shouldn't be in close combat, but in theory if she gets there her WS5 can benefit from this Reaver Bow should be on her instead of course. Some people have suggested sticking these on a Mage or Archmage since they can't use shields anyway and this can get them out of trouble, but that's debatable.
It might be worth it on a Dragon Mage, since they usually end up in combat. Could be good, could be great in a tailored list. Spellthieving Sword: For each wound a caster receives from this weapon, they lose a random spell. Generally speaking facing a wizard in close combat means a dead wizard. That being said, if you can manage to get into it with a named character especially the likes of Morathi or Malekith you could put some pain on them. Problem generally is that most casters who can't kill in one turn such as Vampires, Chaos Warriors or Ogre Kingdom casters you are going to want more strength or attacks or more survivability against.
Even if this does work there's no guarantee you get a spell that matters. Because that's what High Elves are lacking alright. Berserker Sword: Bearer has Frenzy and cannot lose it. Extra attack and Immune to Psychology. Neither of which are things High Elves need. Keep scrolling. Personally, I'd just pay a few points for a Halberd instead. Gold Sigil Sword: Makes your attacks 10 Initiative in close combat. Fairly nice, but Strength is still better. Biting Blade: Armor piercing. Inferior to Strength, not bad though.
Not worth your time. Shrieking Blade: Bearer causes Fear. It's not bad, useless for anyone in a Phoenix Guard bunker, but it's nice as an anti-horde measure. Tormentor Sword: Grants Stupidity to a monster or character hit by it.
Only really useful against armies loaded up on those options, so it's a tailoring list option that's questionable otherwise. Warrior Bane: Whatever gets hit by it loses an Attack to a minimum of one. It's like it came straight from our list.
It's okay, not mandatory, but not a bad selection. Stick it on someone designed to just not fucking die, make him stand in front of Alarielle so she can heal a wound every turn, and you've proxied Tyrion on foot. If you already took Armor of Caledor, worth looking at, but why are you taking 2 damage-taking characters?
Turns your character into a challenge god. Nice if that's your plan or if challenges are your fear. Glittering Scales: Light Armor, causes -1 to hit the wearer in close combat. Surprisingly good. Pair it with the Lion Cloak and you have nothing to fear from ranged combat. Not bad if you think you'll face it.
Spellshield: Magic Resistance 1. Not 20 points nifty, but not terrible. Stick with Dragon Armour. Costs the same on a Prince and half the price on a Noble and has an improved save against breath weapons and fire. The only time this is a better option than Dragon Armour is if you want to combine with a lion cloak.
If you took the Lion Cloak but still want the fire resist, here you go. Enchanted Shield: It's a shield, it grants 2 armor instead of the 1 armor a normal shield gives. It's a great option. Not bad, not great. Very nice option, but it limits your offensive choices due to it's 45 point cost. Obsidian Lodestone: Magic Resistance 3. For when the Banner of the World Dragon just isn't enough. If you take Banner of Avelorn instead, this is far more worth considering.
Still okay. Obsidian Amulet: Magic Resistance 2. Eh, not bad. Not great either. Dawnstone: Reroll failed Armor Saves. Now they're going to have to get snakeeyes to hurt him. Oh fuck this is so worth the points it hurts. Not really worth it. Obsidian Trinket: Magic Resistance 1. Still not bad, still not good. Not bad as a way of finishing off those last 15 points. Again, not a bad way of using up those last points on survivability. Otherwise, no go. Useful as a 5 point choice if you took Lion Cloak.
Pidgeon Plucker Pendant: Misspelled name, odd item. Tailor lists only really. Luckstone: Reroll a single failed Armor Save. Magic Standards: Rampager's Standard: Reroll your charge distance dice if you want. Stick it on cavalry. Wailing Banner: Unit causes Terror.
Emulate Phoenix Guard on your non-Phoenix Guard. Pretty good. Ranger's Standard: Grants Strider. Ignore dangerous terrain. March your horde wall of death across the map with impunity. A nice choice. Razor Standard: Grants Armor Piercing. Put it on Special choices. Swordmasters in close combat under this are beyond description. Normally you want to avoid getting stuck in a fight all game, but if that's the plan here's a way to bump up your victory chances.
Lichborne Pennant: Magic Resistance 1. Not bad for a mage bunker. Do you really need Leadership 10 on anything? If Alith Anar is your general and he bites it this can help, but really it's not worth it. Banner of Eternal Flame: Just like most armies, feel free to take this and stick it wherever you want except Sisters of Avelorn, since they already have it's effects.
Gleaming Pennant: One use, reroll failed Leadership test. Why are you failing Leadership?
Maybe tailored against an undead army, otherwise no. Scarecrow Banner: Causes Fear on Flying enemies. Tailored list only, but that moment that a giant dragon runs shrieking from a scarecrow on top of a flag being woven around by a spearman you know you've experienced the joys of Warhammer Fantasy. Most Dragons cause Terror, all cause Fear at the very least, leaving your Fear-causing unit to instead take a Fear test. Useful against anything smart enough to Fly but not insane enough to cause Fear Mostly just eagles then?
If you were playing a VERY large game and your entire strategy was magic and stalling for magic to work, you might use this.
As it is it's a mon'keigh's bad transcribing of the Book of Hoeth. Feedback Scroll: Instead of a dispel attempt, you can use this one-use item to roll a dice for each power dice used to cast it. Great for a tailored list, and worth considering otherwise to take out an opponent's only caster and let you work the winds unopposed.
Scroll of Leeching: Instead of a dispel use this one-use to add dispel dice equal to the number used to cast the spell. Not a standard gear choice however. Feedback scroll is more useful in many scenarios. Enemy wizard rolls a d6, must get their level or lower so a level 1 mage needs a 1 to resist, a 3 mage needs a to resist, Teclis only suffers a 6 roll or they turn into a frog. They can't cast spells as a frog, all magic items stop working, all stats except wounds become 1.
Each turn roll a d6, roll of a and the mage becomes a biped again. VERY fun item, and a surprising thing for such a thing is that it's actually pretty good if you save it for when you can kill that mage in close combat. Could be fun when you two-dice dwellers or purple sun if the winds are low or your opponent didn't think those last two dices were dangerous.
Wand of Jet: One use, increases a casting result by d6 after you're done rolling. This can help cause a IF and miscast too. It's an extra magic dice in the bank for when you need it, and not bad but there's better options for getting more magic juice. Forbidden Rod: One use, add d6 more dice to your magic at the beginning of your magic phase, but the user takes d3 wounds with no armour saves. Banner of the World Dragon protects. Anyone with the Arcane Items page in front of them probably won't let that slide.
I know I wouldn't. Trickster's Shard: One use, start of magic phase. If an enemy mage tries to dispel a spell, you roll a d6 and on a 5 or 6 they take one wound. Not great really. It can be useful sort of if you're rolling a lot of augments at once turn 1 Walk Between Worlds on everything makes this viable.
At 25 points though, it's kind of a waste. Earthing Rod: One use, reroll the result on the miscast table once. Obviously you don't want this if you're running Banner of the World Dragon.
Otherwise it's not bad if you're gonna be blasting away with your Archmage. Dispel Scroll: 25 points, auto dispel the enemy spell unless it's an Irresistible Force spell. All armies consider this to be a staple, but it's a bit less important for us since there's other options. Power Stone: One use.
Used prior to casting a spell, adds two more bonus dice out of thin air to the attempt. Great for if you got a shit winds roll a turn you really need to crank out a spell. Sceptre of Stability: Misspelled name, one us item to increase a dispel result by d6 after you've rolled.