The Scepter of Positive Command (3.5e Equipment)

The Scepter of Positive Command
 This scepter grants the bearer great control over positive energy. The scepter can hold 50 charges at any given time. If the scepter is below this 50 charge maximum, it regains 1 charge every 2 rounds. If the scepter is on a plane with the positive-dominant planar trait, it instead regains 2 charges every round. If on a plane with the negative-dominant trait, it loses 1 charge every round.

These charges can be spent on any of the following spells (Caster level 20th). Unless noted, activating the scepter is a standard action (command word):


 * 1 charge: Cure Moderate Wounds
 * 3 charges: Speed Healing (immediate action as the spell)
 * 6 charges: Summon Monster V (either 1 medium positive elemental or 1d4+1 small positive elementals)
 * 9 charges: Plane Shift (only to positive-dominant planes, the users native plane or the material plane [if the campaign has more than one material plane, they may choose any of them])
 * 18 charges: Resurrection (the user also must spend 500 XP)

The scepter can also use the following spells at will (caster level 20): Positive Endurance, Cure Minor Wounds, Detect Lifeforce and Energy Command. These are also a standard action (command word).

In addition, the holder is immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air. Lastly, the scepter can be used as a +4 defending club.

The current holder of the scepter is the capo of Lumière, Passade III.

To destroy the scepter, it must be left on a plane with the major negative-dominant trait for a year and a day consecutively, after which it loses all magical abilities. One days exposure to anything else, even the minor negative-dominant trait, resets the time.