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Necklaces

Usable by all classes. A magical necklace must be worn around the neck to have any effect. Only one necklace may be used by a character at a time. (A creature with multiple necks could wear one on each neck.) Most of these items have a constant protective effect; by default, magical necklaces have no burnout chance. Unless otherwise specified, a magical necklace can be worn out of sight beneath clothing and armor.

Necklace of Languages

Level 2. The wearer of this necklace is able to understand any standard language he hears, including obscure and nonhuman languages. The wearer can also choose to speak any one language at a time as an ordinary native. The necklace does not enable the wearer to speak or comprehend codes, ciphers, artificial languages, or any language used exclusively by extremely magical beings, such as demons or gods. If the necklace only translates a single language or a small number of related languages, it is a level 1 item.

Necklace of Laryngitis

Level 1. Cursed-18. The wearer is unable to speak or make a sound with his voice. This necklace prevents any spellcasting that requires words or speaking. This item can only be removed via a Remove Curse, as versus an 18th level cleric.

Necklace of Protection

Level 1. This necklace completely protects the wearer from attacks specifically targeted against the neck (e.g., garrotes, Vorpal Blades, Strangler's Gloves, etc.)

Necklace of Pure Breath

Level 1. This necklace allows the wearer to breathe poisoned, smoke-filled, or otherwise impure air without harm. It does not let him breathe underwater, in a vacuum, or in other situations where insufficient oxygen exists.

Necklaces of Safe Landings

Level 1. This necklace prevents the wearer from suffering damage from falling. If the wearer falls from any height, the necklace slows the his descent to only 10' per second, so that he lands on his feet without damage.

Necklace of "Spell"

Level variable. Burnout 10%. This necklace is full of brightly colored beads. With a burnout check, the wearer can pull a bead from the necklace and use it to cast the specified damage-doing mage spell. The spell must be ranged; some favorites are Fireball, Magic Missile, and Web. The bead must be thrown at the target, but the spell's zone of effect is targeted or chosen by the user as per the spell description. The maximum range a bead can be thrown is 4", regardless of the normal range of the spell. This necklace is obvious in use. The user can add as many levels of the Extra Damage modifier to the spell effect as he likes, but the burnout chance increases by 10% for each +1 spell level. When the necklace burns out, it breaks apart and becomes nonmagical. This necklace is a level 2 item with a spell of level 1 or 2, a level 3 item with a spell of level 3, a level 4 item with a spell of level 4, and so on. Rare versions of the necklace have a number of different spells available; these are usually higher level.

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Last Modified on September 25,1995.

ammulder@princeton.edu