Each ''necklace of fireballs ''contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.
Each ''necklace of fireballs ''contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.
Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireballspell (ReflexDC 14 half ).
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.
Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.
Necklace
10d6
9d6
8d6
7d6
6d6
5d6
4d6
3d6
2d6
Market Price
Type I
—
—
—
—
—
1
—
2
—
1,650 gp
Type II
—
—
—
—
1
—
2
—
2
2,700 gp
Type III
—
—
—
1
—
2
—
4
—
4,350 gp
Type IV
—
—
1
—
2
—
2
—
4
5,400 gp
Type V
—
1
—
2
—
2
—
2
—
5,850 gp
Type VI
1
—
2
—
2
—
4
—
—
8,100 gp
Type VII
1
2
—
2
—
2
—
2
—
8,700 gp
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
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