Continuing with randomness, I thought it would make sense to post an
item that came up a few times over the course of the games I run and
play. It tends to be an interesting item, since whenever I've seen it
used in my games and others it appears to be another item. I hope
someone finds use for it in their games.
Appearance
Generally, this item looks like another item. The most common way
I've seen it, informally called the “Necklace of Random Spells”
by my players (even though it's not 100% accurate, since a Necklace
of Random Spells could include the entire spell list and would be
awesome in its own right), is that it looks exactly the same as a
Necklace of Fireballs. The surprises that occur after one of the
other effects are usually well remembers and entertaining. The other
way is without the necklace itself. Giving just the beads in a bag
makes it less obvious and also lets you mix in some other necklace
beads.
Magic Effects
Spell Effects | D20 Roll |
---|---|
Heal to full health | 1-5 |
Nothing | 6-10 |
11-15/td> | 10D10 necrotic damage (DC 15 dexterity save for half damage) |
16-20/td> | 10D10 fire damage (DC 15 dexterity save for half damage) |
The table below covers the effects that occur when the bead hits a
target. If the bead does not hit its target, it still goes off and
creates a visual effect similar to the intended effect. If a throw is
attempted, treat it as an improvised weapon attack (a clever player
might load it into a sling but don't tell them this option).
Variant 1: Add
“within 20ft” to every spell effect (in this case, throwing it
would no longer use improvised weapon rules).
Variant 2:
Remove the ability to save
against the bead (the balance is maintained by need to hit the target
with the bead).
Variant 3:
Change the save DCs.
Variant 4:
Double damage on a 20.
Variant 5: On
a roll of 1, the target that is hit gains a level (if not possible,
other benefit such as bonus damage and full health + temp hit
points).
Variant 6:
Change the damage.
Extension
Feel free to add other beads that have different effects, mix in
other necklace beads into the bag of beads the characters finds (for
more surprises) or change the rules on throwing the beads. The
variants above can help make it more or less useful for the players.
When to Use
I'd recommend using this item at lower levels of play but not too low
(level 5ish or lower if they may face extreme challenges). The damage
is quite high but the ability to miss by default and the presence of
the save helps even things out. The damage is also offset by the
chance to get an undesired effect (such as the enemy gaining levels).
The variant rule involving gaining a level on a roll of 1 is
particularly bad for the party since it makes their enemy
significantly stronger (though this has led to some pretty amazing
combat encounters and story situations).
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