Joshua Randall
Legend
The necklace of fireballs (see complete description below) says that if its wearer fails a save vs. magical fire, the necklace must make a special save or all remaining spheres "detonate simultaneously".
What does that mean?
Does it means:
(1) Each sphere on the necklace detonates as a separate fireball, each with its indicated damage dice, and each with a separate DC 14 Reflex save for half.
(2) All spheres on the necklace detonate as one big fireball. Add up the damage dice for all spheres and make a single DC 14 Reflex save for half.
So, for example, a Type I necklace has 1 5d6 and 2 3d6 spheres. In case (1) there would be three damage packets of 5d6 (Ref DC 14 half), 3d6 (Ref DC 14 half), and 3d6 (Ref DC 14 half). In case (2) there would be one damage packet of 11d6 (Ref DC 14 half).
[sblock=Necklace of Fireballs]
What does that mean?
Does it means:
(1) Each sphere on the necklace detonates as a separate fireball, each with its indicated damage dice, and each with a separate DC 14 Reflex save for half.
(2) All spheres on the necklace detonate as one big fireball. Add up the damage dice for all spheres and make a single DC 14 Reflex save for half.
So, for example, a Type I necklace has 1 5d6 and 2 3d6 spheres. In case (1) there would be three damage packets of 5d6 (Ref DC 14 half), 3d6 (Ref DC 14 half), and 3d6 (Ref DC 14 half). In case (2) there would be one damage packet of 11d6 (Ref DC 14 half).
[sblock=Necklace of Fireballs]
[/sblock]SRD said: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.
[chart omitted]
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.