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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