The following magic items are available to Tomb Kings armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.
Magic Weapons
Tomb King on Foot only. Attacks made with the Destroyer of Eternities are at +2 Strength, and have the Heroic Killing Blow special rule. The wielder can choose to exchange all his attacks to make a special 'Sweeping Attack' - if he does so, all enemy models in base contact with the wielder suffer a single automatic hit (also at +2 Strength and with Heroic Killing Blow). If a target is a character riding a Chariot or Monster, then both the rider and mount each take a single automatic hit. In a challenge, only the models engaged in the challenge count as being in base contact with the Tomb King.
For every unsaved Wound inflicted by the Blade of Antarhak, the wielder immediately regains a single Wound lost earlier in the battle. If the bearer is already at his starting number of Wounds and inflicts another unsaved Wound with this weapon, he gains the Regeneration special rule until the end of the next player turn.
Arcane Items
One use only. A Wizard can declare that he is using Neferra's Scrolls of Mighty Incantations immediately before casting a spell. If he does so, the Wizard must add a number of extra bonus dice, equal to his Wizard level, to the power dice he is going to roll (you still need to roll at least one dice from the power pool). The bonus dice do not count as power dice. However, a roll of any double when casting a spell using them will cause Irresistible Force (and a Miscast).
Bound Spell (power level 3). If cast successfully, roll a D6 for every 'remains in play' spell on the tabletop: on a 2+ that spell is automatically dispelled. For each spell that is ended in this way, add D3 power dice to your power pool.
Enchanted Items
The model wearing this mask causes Terror. In addition, enemy units within 6" of the wearer cannot make use of their general's Inspiring Presence special rule or their Battle Standard Bearer's Hold Your Ground! special rule.
Infantry character on foot only. The wearer of the Cloak of the Dunes has the Fly special rule. In addition, if the bearer moves over an unengaged enemy unit in the Remaining Moves sub-phase, that enemy unit immediately suffers 2D6 Strength 2 hits, resolved as for shooting attacks. The bearer can move over several enemy units in the same turn if you wish, causing damage to every unit. The same target unit cannot be affected more than once in the same turn.
Magic Standards
Nominate one of your units of Infantry, Cavalry, or Chariots with the Nehekharan Undead rule that has yet to deploy, whose total points value is no greater than 175 points. That unit gains the Entombed Beneath the Sands special rule. When this unit arrives on the battlefield you must place its Entombed Beneath the Sands marker within 12" of the Banner of the Hidden Dead. If the bearer of this banner is destroyed before the hidden unit emerges, the entire hidden unit is destroyed and removed as casualties. In addition, every unit with the Entombed Beneath the Sands special rule that attempts to emerge whilst its marker is within 12" of the Banner of the Hidden Dead (including your nominated hidden unit) can re-roll the scatter and artillery dice when emerging. Note that you must re-roll both, or neither of the dice.
Bound Spell (power level 5). This banner contains an augment spell that can only be cast on the bearer's unit. If successfully cast, the bearer's unit immediately recovers D6+2 Wounds' worth of models, as described in Resurrecting Fallen Warriors.