Zabuzel wiped the specks of blood from the hem of his cloak and aimed his rifle at the last man standing in the hot saloon. "W-What do you want? Please, j-just let me—" "Silence," the drow gunman growled, "The bag you took from me. You know the one. Where is it?" The man looked confused, pointing behind the bar. "You came for that? But... why? It's worthless." Zabuzel let the man finish his sentence before pulling the trigger. "The same could be said of many things, friend."
Slot —; Price 2,500 gp; Weight 10 lbs.
This nondescript hemp sack constantly leaks a small amount of grey dust from gaps in its fibers. Without the command word, all that can be found in the bag is 10 lbs. of this dust. However, with the proper command word, an item placed in the bag, under the dust, becoming stored safely in an extradimensional space. The bag can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the bag always weighs only 10 pounds.
The stored items can be retrieved by speaking the same command word and clearly mentally picturing the item while reaching into the dust. Alternatively, all stored items can be retrieved at once by speaking the command word and dumping the bag's dust onto the ground.
If emptied of dust (either with or without the command word), the bag cannot be used again for one week as the dust magically re-accumulates.
Requirements Craft Wondrous Item, glitterdust, secret chest; Cost 1,250 gp (+100 XP for D&D)
Sha'nes ducked behind a fallen tree, narrowly avoiding the blast of brackish green energy that seared away the brush around her. Wiping cold sweat from her brow, she leapt back atop the tree trunk, charging through the moonlit woods, rushing toward the necromancer. She punched him once square in the chest, knocking him back a step, before he hoisted a small darkwood chest in his arms. The thing gave off a palpable enervating energy which grew stronger as the necromancer undid the lock keeping it shut. As the lid lifted, a thin mist raced through the air, searing Sha'nes's skin, opening wounds where none had been before...
Slot —; Price 200,000 gp; Weight 15 lbs.
This item is a darkwood chest bound in black chains. If any living creature dies within 30 feet on the black coffer, its soul is instantly trapped inside unless it succeeds on a Will saving throw (DC 22). If the coffer is open when a creature fails this save, it immediately closes. Creatures whose souls are contained in the black coffer cannot be returned to life until the soul has been released except by the intervention of a deity.
If used as a spell focus for a Necromancy spell, the caster gains a +1 circumstance bonus to caster level per soul trapped within the black coffer.
If used as a spell focus for a Conjuration (healing) spell cast to return one of the souls contained in the coffer to life, the soul can be released as part of the spell. This drastically reduces the physical stress of returning to life, negating any Constitution drain or permanent negative levels the target may have incurred as part of the spell, and the target instead suffers 2 Wisdom drain from the mental stress of having been in the coffer.
The coffer can be opened as a full-round action. Trapped souls are immediately released when the coffer is opened, and these confused spirits harm any creature nearby as they escape. If the black coffer contains at least one soul and is opened, all creatures within 30 feet a number of d6s of damage equal to the CR of the creature with the greatest CR whose soul is trapped in the coffer. A Fortitude save (DC 22) halves this damage. An open coffer also emits an area of desecrate centered on itself regardless of whether any souls were trapped inside.
The black coffer holds a maximum of five souls at a time. If a new soul enters the coffer while it contains five souls, the soul that has been in the coffer is immediately released. As it escapes, it emits a terrifying moan, and all creatures within 30 feet of the coffer must make a Will save (DC 22) or be panicked for 2d4 rounds.
Requirements Craft Wondrous Item, desecrate, trap the soul; Cost 100,000 gp (+8,000 XP for D&D)
The reptilian devil rounded on Ira, turning its back on the herd of ogre-sized lice scurrying about behind it. Its writhing beard twitched in irritation before it hefted the iron staff it'd been prodding the lice with only moments ago and leveled the weapon at Ira's chest, its end crackling to life with sparks of electricity. The devil sneered at Ira's look of hesitation, revealing its grimy teeth and bleeding gums. This was not going to be fun...
Slot —; Price 20,000 gp; Weight 12 lbs.
This item appears as an iron rod no longer than a human forearm until it is extended to its full length, as a move action, into a ten-foot long pole with a two-pronged fork holding a magical electric charge jutting from one end. These items were originally used to herd and control Hell lice on Malbolge (see page 64 of the Fiendish Codex II: Tyrants of the Nine Hells), the sixth layer of Hell, though many have made their way to mortal markets as weapons. The prod begins each day with 5 charges. The prod requires two hands to wield and has the reach weapon quality. As long as the prod has at least 1 charge remaining, its wielder can make a melee touch attack with it that deals 1d8 electricity damage and sickens the target for 1 round (Fortitude DC 16 negates). The wielder can spend 1 or more charges as a standard action to produce the following effects.
Requirements Craft Wondrous Item, lightning bolt; Cost 10,000 gp (+800 XP for D&D)
New Magic Item: Wand of Pristine Order
Posted by Michael Donaldson in DnD 3.5, Magic Items, Pathfinder
Amongst the flawless marble of the cathedral, the foul steps of the ghasts were like mud on royalty. Creeping forward to main chamber and hissing excitedly, a long figure came into view, praying quietly. Gale, hearing the invaders behind her, finished her prayer and turned, a perfect, featureless carbon wand in her hand. With a flash of her eyes and a perfect twist of her wrist, a beam of perfect gray shot forth and order was upheld.
Slot —; Price 10,000 gp; Weight — lbs.
This cold iron hums rhythmically with magical power, and glows with the light of a candle when held, although the light never wavers. While held, the wand grants a +1 bonus on the caster level of spells cast by the wielder with the law descriptor.
The wielder can also speak a command word while holding the wand to release a beam of perfect law that strikes an area designated by the wielder within 30 feet. This beam, at the wielder's choice, can either be concentrated on a single creature, affecting a single target (no save), over a small area, affecting all creatures in a 10 foot radius spread (Reflex DC 16 halves the damage), or a larger area, dealing a half damage to each creature in a 20 foot radius burst (Reflex DC 16 halves the damage again). Affected creatures take 8 + 1 per HD of the affected creature damage. In addition, each affected creature must succeed on a DC 16 Will save or also be affected by a growing malady that progresses cumulatively each round the creature refuse to take a standard action to stand perfectly still. (Any other effect that renders them motionless or unable to take actions, such as being held or unconscious, satisfies this requirement)
| Rounds | Effect |
| 1 | Shaken |
| 2 | Sickened |
| 3 | Deafened |
| 4 | Blinded |
| 5 | Staggered |
| 6 | Paralyzed |
The wand can be activated three times per day. Every time the wand is activated, the wielder takes 4 points of damage.
Requirements Craft Wondrous Item, order's wrath; Cost 5,000 gp (+400 XP for D&D)
Sardal advanced into the altar room, the layer of dust on the stone floor muffling his steps. He could hear the bishop chanting deeper in the chamber, the mad syllables of his otherworldly voice echoing from the vaulted ceiling high above, seeming to come form all directions at once. Sooner than Sardal expected, the altar came into view, along with the shadowy forms of the bishop and, laying on the altar itself, the still-unconscious Ira. Sardal lifted his double axe, ready to charge, when the chanting stopped, a low, bestial laughter replacing it. The bishop made a quick motion, and a thousand beads of energy leaped from his outstretched arm.
Slot —; Price 10,000 gp; Weight — lbs.
This darkwood wand hums erratically with magical power, and glows with the light of a candle when held. While held, the wand grants a +1 bonus on the caster level of spells cast by the wielder with the chaotic descriptor.
The wielder can also speak a command word while holding the wand to release a swarm of chaotic motes of energy that strike an area designated by the wielder within 30 feet. This swarm, at the wielder's choice, can either be concentrated on a single creature, automatically affecting the target, over a small area, having a 50% chance to affect each creature in a 10 foot radius spread, or a larger area, having a 20% chance to affect each creature in a 20 foot radius burst. Affected creatures take 3d8 damage. In addition, each affected creature must succeed on a DC 16 Will save or also be affected by a random effect, for a duration of 1 round, as determined on the table below (roll only once for all affected creatures).
| 1d6 | Effect |
| 1 | Dazzled |
| 2 | Confused |
| 3 | Slowed |
| 4 | Blinded |
| 5 | Dazed |
| 6 | Stunned |
The wand can be activated three times per day. Every time the wand is activated, there is a 10% chance its wielder takes 1d8 damage from energy feedback from the wand.
Requirements Craft Wondrous Item, chaos hammer; Cost 5,000 gp (+400 XP for D&D)