Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site dartvax.UUCP Path: utzoo!watmath!clyde!floyd!harpo!decvax!dartvax!johnc From: johnc@dartvax.UUCP (John Cabell) Newsgroups: net.games.frp Subject: Re: Wanted: Magic Items (long) Message-ID: <1868@dartvax.UUCP> Date: Sat, 16-Jun-84 22:57:42 EDT Article-I.D.: dartvax.1868 Posted: Sat Jun 16 22:57:42 1984 Date-Received: Thu, 21-Jun-84 02:17:07 EDT References: <336@ames-lm.UUCP> Organization: Dartmouth College Lines: 82 You can often find new magic items in 'Dragon' and I suppose other D+D magazines. Below is just one of five in issue #82. (asterisks around a word denotes italics) Necklace of Alteration ---------------------- [copied without permission from Dragon magazine] by Jerome Mayard and Bill Birdsall This mystical item appears to be a cheap necklace, like any other sort of magical necklace, until it is put on. It then turns into a chain of silver with twelve small globes of unidentifiable material suspended from it. Each globe appears identical to the others, but if a globe is pulled free of the *necklace* (wich may be done in one round), the globe turns into a particular type of material and the wearer's body takes on the appearance and armor class of that sub- stance. Though an *identify* spell, *wish*, or similar magical effect will reveal something of the nature of the *necklace*, no magic will be able to divine which globe of the *neck- lace* will have which effect. Each of the twelve globes has a different effect. Once removed, a globe cannot be replaced on the *necklace*; its effects last for 2-8 turns and cannot be dispelled. Only after one globe's effect is ended can another globe be removed from the *necklace*. The *necklace* cannot be removed while its wearer is under the effect of one of the globes, except by the casting of *remove curse* or *wish*, in which case the entire *necklace* will vanish -- but the effect currently taking place will still run its course. The *necklace*can be taken off, exchanged, and put on at will as long as one of the globes is not activated at the time. Anything being worn or carried by the user of the necklace that normally affects his armor class will be overridden by the effects of a globe for as long as that effect lasts. When a globe is pulled from the *necklace*, the DM should roll d12 and consult the following table to determine the composi- tion of the globe and the armor class be- stowed on the wearer of the *necklace*, as well as the wearer's temporary skin and hair color. Re-roll to prevent duplicate results, perhaps using a smaller die (d8, d6, etc.) when several of the globes become used up. die Material & color A.C. roll ---- ---------------- ---- 1 Sandstone; light brown 8 2 Mithral; blue-silver 0 3 Gold; gold 6 4 Iron; dull grey 1 5 Platnum; silver 4 6 Granite; dull grey and red 3 7 Coal; dull black 9 8 Salt; dull white 10 9 Bronze; bronze 2 10 Adamantite; green-silver -1 11 Lead; dark grey 5 12 Wood; brown 7 The *necklace of alteration* can be worn and used by a member of any character class or any humanoid of S or M size. Once used, the globes are generally worthless except as curios. The globes of gold, plati- num, mithral, and adamantite have values of 1, 5, 20, and 50 gp respectively. Exp. pt value: 1,000 Gold sale value: 5,000