Necklace of Epic Flame +9
Necklace of Epic Flame +9
- Cost: 50,000,000 gp
- Weight: 1.0 lbs.
- Family: Necklace of Fire
A Necklace of Fire is a finely made golden neck item that can come in many varieties, from the delicate to the ornate to the massive. No matter the appearance, it always includes in the design a pendant in the form of a tiny crystal brazier, which is magically filled with some sort of highly pungent and flammable alchemical fuel. Upon command, as a standard action, this fuel ignites and burns no matter the circumstances. This flame persists under water, in vacuum, buried, capped with a force effect, etc. The flame does no harm to any creature or item unless further commanded by the wearer. It sheds normal light in your square and all adjacent squares. While activated, the Necklace gives the normal penalties for Stealth and Invisibility for possessing a light source. While it is not lighted, it gives the same penalties to creatures using any Scent-based sense, due to the aromatic and pungent fuel.
- Immolation: As a swift action, the wearer may cause the flaming alchemical fuel in the necklace to splash over their body. They erupt in flames, shedding light as a torch, but they are not harmed as long as they are attuned. Any foe who successfully hits the wearer in melee (even if using a reach weapon) takes (Order 7 damage): 1d6+6 points of damage per character level (max 19d6+114 at character level 19) as fire (energy, common) damage, up to once per round per attacker. The fire persists until the end of the encounter, or the wearer spends a swift action to dismiss it. Using this power does not extinguish the flame in the necklace.
- Alchemical Fire: As a move action, you may use one hand to snatch the flame from the vial and hurl it as a splash weapon (10 foot range increment, max 50 foot range). If you successfully hit with a ranged touch attack you inflict (Order 6 damage): 1d6+5 points of damage per character level (max 17d6+85 at character level 17) as fire (energy, common) damage to your targeted foe. The splash damage is equal to half damage to all foes in the adjacent squares. Hurling this fire does not extinguish the flame.
- Fireball: As a standard action, you may seize the flame with one hand and command it to form a fireball. The range of this attack is 200 feet plus 20 feet times your highest base attack bonus (BAB) number. The flame flies forth as a tiny fiery orb a few inches in diameter, and when it arrives at the point you chose within that range, it explodes to fill an 11x11 square space. All creatures caught in the space take (Order 12 damage): 1d6+11 points of damage per character level (max 28d6+308 at character level 28) as fire (energy, common) damage. Victims are allowed a REFL saving throw against a DC equal to 15 + your BAB to take half damage. This extinguishes the flame until the start of your next round, cancelling all named powers and the base light generation until the flame returns.
- Fireblast: As a full round action, you may seize the flame with one hand and hurl it to form a fiery inferno. The range of this power is 200 feet plus 20 feet times your highest base attack bonus (BAB) number. Four fiery orbs fly from your space to the spaces you indicate within your range. You may target any squares to which you have line of effect, as long as at least one square of the areas of effect overlap. Each fiery orb explodes in an 11x11 space square, dealing (Order 11 damage): 1d6+10 points of damage per character level (max 26d6+260 at character level 26) as fire (energy, common) damage. These areas may overlap as much as you wish, and victims caught in multiple areas must make a REFL save against each blast with a DC equal to 15 + your BAB to take half damage. Victims in overlapping areas take a -1 on their saving throw die for each area they are caught in above one, to a maximum penalty of -3. This extinguishes the flame until the end of the encounter, cancelling all named powers and the base light generation until the flame returns.
The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 76 (10 + double CL)), Vital (tier 6) remnant, An item symbolic of the enchantment, 25,000,000 gp (minus cost of symbolic item).