D20:Necklace of Fireballs Wondrous Item


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 fireball spell (Reflex DC 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.
Necklace10d69d68d67d66d65d64d63d62d6Market Price
Type I?????1?2?1,650 gp
Type II????1?2?22,700 gp
Type III???1?2?4?4,350 gp
Type IV??1?2?2?45,400 gp
Type V?1?2?2?2?5,850 gp
Type VI1?2?2?4??8,100 gp
Type VII12?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.
Moderate evocation; CL 10th; Craft Wondrous Item, fireball.

System Reference Document -> Magic Items: Wondrous Items
 
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The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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