This device appears to be nothing but a cheap medallion or piece of valueless jewelry. If a character places it about his neck, however, he can see the necklace as it really is—it is actually a golden chain from which hang a number of golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to a 70-foot distance. When they arrive at the end of their trajectory, they burst as a magical fireball, causing damage to all within a 20 foot diameter. The the rule on Throwing Things (under Combat) to determine success in hitting a specific target.
The number of missiles, and their respective dice of fireball damage, are determined by rolling 1d20 and consulting the table below:
| Dice of Damage |
Roll | 11d6 | 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | Cost |
1-4 | | | | | | | 1 | | 2 | | 275 |
5-8 | | | | | | 1 | | 2 | | 2 | 450 |
9-12 | | | | | 1 | | 2 | | 4 | | 725 |
13-16 | | | | 1 | | 2 | | 2 | | 4 | 900 |
17-18 | | | 1 | | 2 | | 2 | | 2 | | 975 |
19 | | 1 | | 2 | | 2 | | 4 | | | 1350 |
20 | 1 | | 2 | | 2 | | 2 | | 2 | | 1475 |
For example, on a roll of 9-12, the necklace will possess seven missiles—one 7-dice, two 5-dice, and four 3-dice fireballs.
The size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.
Optional Rule: If the necklace is being worn or carried by a character who fails his saving throw versus a magical fire attack, the item must undergo a saving throw check as well (it needs an 8 or better on 1d20). If it fails to save, all remaining missiles detonate simultaneously. |