Necklace of Fireballs

Darklone

Registered User
Just to make sure I did it right all the years... you can throw several per round if you have more than one attack, right ;)?
 

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Doesn't look like it to me, actually. "Unless stated otherwise, activating a use-activated item is a standard action or not an action at all ..." (DMG 3.5 pg. 213) The 'not an action at all' would refer to items that work whenever they're worn, or that are 'subsumed in its use ... such as swinging a magic sword'; I'd say that detaching and hurling a sphere is a standard action & can therefore only be done once per round, regardless of BAB.
 

Darklone said:
Just to make sure I did it right all the years... you can throw several per round if you have more than one attack, right ;)?

The rules don't come out and say if you use Attack roll rules (for thrown weapons) or magic item activation rules (if it is supposed to work exactly like a fireball). I would say, since it says "hurl" and " ...When a sphere arrives at the end of its trajectory..." and it mentions that the range is 70', much less than the norm for a fireball spell, that the necklace works under the thrown weapon rules.

Thats just my interpretation, I could be wrong.
 

I treat it this way.

It's normally a Std Action to Activate a Magic Item.

I say that Activating the Sphere (to pull it off the necklace) is the Std Action, the Throwing is Free Action I allow as a Bonus.

I'll let people throw 2 at a time using the 2 Weapon Rules.

I'll let them spend rds picking multiple spheres off to throw in one go.

However,

Once off the Necklace they become extremly unstable & prone to breakage.

If you hold them, they have a very Poor Save vs being destroyed by a spell or effect.
 


Wouldn't you need the quick draw feat to be able to pick off multiple spheres in the same round? That is, if they are handled like normal thrown weapons.
 



Quartz said:
There's always the option of throwing the whole necklace.
Which does nothing. The Necklace of Explosive Decapitation is fairly inert until / unless worn or carried. Some DMs might allow it to be used for a super-bomb but unless the DM wants it to happen, it is not something to plan a combo off of.


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.

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.

Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
 

Hmm. But that means you might throw the whole thing and use a magical fire attack as ignition :D

Sure, they write literally it can only explode when it's worn...
 

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