The following magic items are available to Dark Elf armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.
Magic Weapons
The wielder of the Hydra Blade has the Random Attacks (D6 + A) special rule, where A is the Attacks characteristic of the wielder. In addition, at the start of any round of close combat in which the bearer will fight, he must take a Leadership test with a -2 modifier before striking any blows. If the test is passed, nothing extra happens. If the test is failed, the wielder suffers a -5 penalty to Weapon Skill (to a minimum of 1), but gains the Heroic Killing Blow special rule until the end of the round.
Attacks made with the Chillblade wound automatically. Any model that suffers one or more unsaved Wounds from the Chillblade must immediately pass a Toughness test or suffer -3 to its Attacks characteristic (to a minimum of 1) until the end of the following Close Combat phase.
Talismans
The wearer of the Black Amulet has a 4+ ward save. Furthermore, each time the bearer of the Black Amulet makes a successful ward save while fighting a challenge, the Black Amulet inflicts one Wound on the bearer's opponent. Armour Saves cannot be taken against Wounds caused by the Black Amulet.
The bearer has the Magic Resistance (3) special rule. In addition, any enemy Wizard that attempts to cast or target a spell on a unit within 6" of the bearer will suffer a miscast on a roll of double 1, as well as double 6. Miscasts caused by a roll of double 1 do not benefit from Irresistible Force.
Arcane Items
Whenever the Bearer suffers a Miscast, the Gem of Spite inflicts a single Strength 6 hit on every enemy Wizard within 12". Each time a Wound is caused by the Gem of Spite, your opponent can discard a dice from his dispel pool. If they do so, the Wound is negated and has no effect.
Once per casting attempt, after the casting dice are rolled but before a dispel attempt is made, the bearer of this magic item can sacrifice one model in her unit. Choose which model is sacrificed – it is immediately removed as a casualty with no saves of any kind allowed – then roll a D6. On a 4+ the Sorceress gains an extra power dice that must be rolled and added to the casting result; dispel attempts can now be made and the spell resolved. On a roll of 3 or less, the sacrifice has not generated enough power – you can either immediately sacrifice another model from the unit and roll again, following the procedure above, or accept the original casting result (if the bearer is the only model remaining in the unit, no further sacrifices can be attempted.
When the bearer of the Tome of Furion generates spells from the Lore of Dark Magic, she can choose one spell – the rest must be generated following the normal rules.
Enchanted Items
One use only. The bearer may consume this item at the start of any plater turn. For the rest of that turn, the consumer has Strength and Toughness 6, and a Strength 2 Breath Weapon, against which no armour saves can be taken.
The wearer of the Cloak of Twilight has a 3+ ward save against Wounds caused by shooting attacks and spells. Furthermore, in the first round of any close combat, the wearer of the Cloak of Twilight has the Killing Blow and Multiple Wounds (D3) special rules.
Magic Standards
All models in the unit carrying the banner have the Unbreakable special rule, as do Alith Anar, any Shadow Warriors and any Shadow-walkers (from Warhammer: High Elves) if their unit is within 12" of the banner.