Well, more of them darn 2 Ed. items anyway
Cauldron of Lifeseed
The Cauldron of Lifeseed is a very evil item, used by epic Necromancers. The Cauldron is a big, heavy, iron pot made of some kind of blackish metal. Covering the inside of the Cauldron are ancient, Necromantic symbols. Anyone casting Read Magic will be able of determining that the symbols are supposed to suck energy out of a living creature.
The necromancer uses the Cauldron by placing a living being inside. The being is then slowly cooked for several days, after which only the bones will remain. Yet, the powerful magic of the Cauldron will have stored the life energy of the subject in a small Lifeseed, which can be found at the bottom of the Cauldron amongst the bones. A Lifeseed is a small, blackened lump of dead flesh that pulsates with Necromantic power. The deceased cannot be raised after it has been through the Cauldron of Lifeseed, as it’s soul and spirit has been turned into evil energy.
The Lifeseed can be used by the Necromancer to bolster any of his Necromantic spells. By adding a Lifeseed to a spell before casting it, the Necromancer can do one of the following things..,
Increase spell DC by 2
Maximise the spell, as per the feat Maximise
Increase it’s duration, as per the feat Extend
Cast the spell without having to use material components, no matter the cost of these
Cast the spell without having to sacrifice XP
These effect only work on Necromantic spells. Only one Lifeseed can be used to bolster one spell. An epic Necromancer can use a Lifeseed to increase his Spellcraft check for the purpose of one, single epic spell. Using the Lifeseed in such a manner gives the Necromancer a +5 modifier to his Spellcraft check for determining the success of an Epic Necromancy spell. A Lifeseed must be used within ten years of its creation, after that, the life energy will vanish.
Prerequisites: Vampiric Touch, Magic Jar, Permanency, Creator must be Evil ?
Market Price: 150.000 gp ?
Unholy Orb
The Unholy Orb is a simple, glass orb that has three grappling arms attached to it. These grappling arms can then be connected with another Necromantic item, which must be a rod, staff or wand. The arms will lock the Unholy Orb permanently to the item and it cannot be removed without breaking the rod, staff or wand. The Orb can be opened at any time without breaking either object. The Necromancer can place any creature of size tiny or smaller within the Orb. The magic item can then utilise the life energy of the creature within the Orb to use it’s magic abilities. Instead of using a charge from the item, the wielder can choose to drain the small creature located in the Orb. For each charge to be used, one HP can instead be permanently drained from the creature. Thus, if the Orb contained a mouse with 2 HP, the wielder could sacrifice the mouse to use an ability that would otherwise cost two charges. He could also choose to use an ability that only costs one charge, in which case the mouse would be reduced permanently to 1 HP. The HP loss inflicted on the creature held inside the Orb can only be cured by a Miracle or Wish, and only if the creature has first been freed from the Orb.
The Orb can only be attached to wand, staffs and rods which have a value of 50.000 Gp or less. Special Unholy Orbs exists that can be attached to more powerful items. Some Necromancers like to use Polymorph Other to create a tiny creature that has more HP than most other tiny creatures, as it gives more charges to the Unholy Orb. The creature inside the Unholy Orb can be replaced at any time. If the Necromancer is carrying additional creatures on him, it would take two rounds to replace the creature. Some Necromancers have especially created miniature cages which allows them to carry around several, extra tiny creatures ready for use.
Prerequisite: Im at a loss
Market Price: 12.000 gp