Price (Item Level): See table
Body Slot: Throat
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: Standard (thrown)
Weight: —
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 | Number of fireball spheres by damage dice | Market Price | Item Level | Cost to Create | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | gp | XP | Days | |||
| Type I | — | — | — | — | — | 1 | — | 2 | — | 1,650 gp | 5th | 825 | 66 | 2 |
| Type II | — | — | — | — | 1 | — | 2 | — | 2 | 2,700 gp | 7th | 1,350 | 108 | 3 |
| Type III | — | — | — | 1 | — | 2 | — | 4 | — | 4,350 gp | 9th | 2,175 | 174 | 5 |
| Type IV | — | — | 1 | — | 2 | — | 2 | — | 4 | 5,400 gp | 10th | 2,700 | 216 | 6 |
| Type V | — | 1 | — | 2 | — | 2 | — | 2 | — | 5,850 gp | 10th | 2,925 | 234 | 6 |
| Type VI | 1 | — | 2 | — | 2 | — | 4 | — | — | 8,100 gp | 12th | 4,050 | 324 | 9 |
| Type VII | 1 | 2 | — | 2 | — | 2 | — | 2 | — | 8,700 gp | 12th | 4,350 | 348 | 9 |
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.
Prerequisites: Craft Wondrous Item, fireball.
Cost to Create: See table.
Source: Dungeon Master’s Guide (version 3.5), page 263.