A Concept Created by NightScreamer20 of the Wizards of the Coast DnD message boards
NetherSteel
Nethersteel is created from the twisting madness and insanity
of the Far Realms. It is formed by the constant clashing of  magic, flesh and, psionics morphing and bending itself into the  silverly blue flowing substance you see before you.  Forging Nethersteel is quite different then forging  other metals, for it needs extreme cold instead of heat  in order to form it correctly, but once forged into
its new shape it is powerful. Handling raw Nethersteel  ore is dangerous and any creature that touches  it with bare flesh must make a Will save DC 15 or be  affected as by the Confusion spell for 1d4+1 minutes. If  the creature doesn't drop the ore they must  succeed at another Will save every round until they  either drop the ore, or fail the save. Mindless  creatures or creatures with the proper equipment  (usually Adamantine or Dragonhide armor) are the only safe ways to harvest the material.

Cost of Nethersteel
Type of item-cost mod
Ammo +85gp
Light armor +6,500gp
Medium Armor +12,500gp
Heavy Armor +18,500gp
Weapon +4,200gp
NETHERSTEEL TRAITS
Hitpoints: 48 hit points per inch of thickness or +3/4 hit points of original item (for weapons/shields/armor and the like) Hardness: Nethersteel has a hardness of 12
Death Scream(su): Because of what it is composed of nethersteel procuces a strange scream when  shattered. Upon destruction of a nethersteel item all within 60ft hearing the wailing must make a will save dc15 or be deafened for 1d4 minutes and confused for 1d4+4 rounds.
Special: Twisting (Su): Though Nethersteel is
crafted into a permanent shape, the metal likes
  to move and wrench itself in different directions
  often creating some strange results. Whenever Nethersteel is struck, or
  strikes another object, it spiked or flattens or rounds itself. Roll a d%
and determine the reults by using the table below.
Armor/Sheild
  d% Shift
  01-05 Attack deals 1d4 extra damage
  06-20 Will save (DC 14) or become Confused as the spell for 1d4+1 rounds (to Attacker)
  21-40 AC bonus increases by +2
  41-60 Damage Reduction 2/-
  61-70 AC bonus increases by +3
  71-80 Damage Reduction 3/-
  81-90 AC bonus increases by +1
  91-95 see 06-20
  96-100 Attack deals 1d4 extra damag
Weapons
D% : Shift

1-5 Deals 1d4 less damage
6-20 Will save (dc14) or become confused as the spell (to creature or object struck)
21-40 +1d6 extra bludgeoning damage
41-60 crit multiplier increases by 1
61-70 +1d6 extra slashing damage
71-80 threat range increases by 2
91-95 same as 6-20
96-00 deals 1d4 less damage
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