The following magic items are available to Vampire Counts armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.
Magic Weapons
The bearer has the Devastating Charge and Frenzy special rules, and all close combat attacks made by the bearer have the Flaming Attacks special rule. In addition, the bearer of Skabscrath gains the Death Shriek special rule. If the bearer has not killed an enemy model in close combat when the game ends, he is removed as a casualty.
Magic Armour
Magic Armour (Necromancers can wear the Nightshroud). The Nightshroud adds +1 to the bearer's armour save. Furthermore, enemy models in base contact with the wearer lose all Strength bonuses conferred from normal and magical weapons, and have the Always Strikes Last special rule.
Arcane Items
The Black Periapt allows the bearer to save up to two of his army's unused power dice or dispel dice at the end of any Magic phase, and then add them to his side's power or dispel dice pool at the start of the next Magic phase.
Bound Spell (Power Level 4). If cast successfully, this item casts an augment spell. All friendly Undead units (and their mounts) within 6" of the bearer gain the Extra Attack special rule until the start of the bearer's next magic phase.
At the beginning of the bearer's Magic phase, the bearer may choose to sacrifice D3 power dice from the pool. If he does so, roll a D6 on the following chart. Assuming there is a viable target for the indicated spell, that spell is automatically cast at its minimum casting value, requiring no power dice. A dispel attempt can be made as normal. If you don't have the requisite number of dice to sacrifice, then you lose what dice you have and the book has no effect this turn.
Bound Spell (Power Level 3). This item casts the Vanhel's Dance Macabre spell.
Enchanted Items
Bound Spell (Power Level 3). If cast successfully, this item casts a magic missile with a range of 18" that inflicts D6 Strength 4 hits with the Flaming Attacks special rule. Any unit taking one or more unsaved Wounds from this spell must immediately take a Panic test. Furthermore, if the target unit moves for any reason during its next turn, every model in the unit suffers an immediate Strength 4 hit, after which the spell's effects end. If the unit does not move the spell ends at the start of the caster's next Magic phase.
Magic Standards
All Grave Guard, Black Knights and Wight Kings in the same unit as the Banner of the Barrows receive +1 To Hit in close combat. This bonus also applies to Krell, Lord of Undeath, should he be in the same unit. Note that the bonus is not conferred to any mounts they may have.
Enemy units taking Fear tests whilst in combat with the unit carrying this banner must roll one extra dice for the test and discard the one with the lowest result