Spelljammer
Necklace of Missiles
Magic Item Category:Jewelry
Class Restrictions:
(Who can use this item?)
All
Magic Item Name:Necklace of Missiles
Power Level:6
Who Has This Item:No one
Attunement:3 days
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
11d610d69d68d67d66d65d64d63d62d6
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.
GM Notes (not visible on web):
File Attachments: