Ilan Capone
D&D Magical Items -
Necklace of the Oldthanns
Passed from generation to generation, this is the symbol of the Oldthanns,
and one of the sources of their great power.
It is an artifact. A relic of some unknown god, that from some reason,
liked that family.
Relevant stats.:
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Intelligence: 16
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Wisdom: owner's wisdom
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Languages: Common, Dwarf, and also - telepathy to owner.
Powers:
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Owner gets older only 1/2 of usual rate
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Continous regenetarion in a 1 hit-point per turn
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Continous cure disease
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"Know Alignment" whenever the owner wishes to
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Owner's wisdom grows in a +1 per 10 years
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Charisma 19 granted to the owner
Defects:
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Takes control over wearer's mind within 1d4 turns of 1st wearing.
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If wearer is not of lawful alignment, Alignment-change attempt
(chaotic -> neutral; neutral -> lawful) every 1d4 turns.
Every such attempt, causes wearer to permanently lose
1 hit-point.
In order to determine whether the attempt was successful - roll
a wisdom-check (fail ==> alignment changed).
Every time alignment is changed, roll for system-shock.
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Drains (all * 2) added wisdom if passed to someone else by will.
Goal: To grant stability all around, by
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Taking care of the life of owner
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Seeing that the owner would not do silly things
Of course, when controlling someone's mind, the necklace informs the wearer
that it (the necklace) would not let him act foolishly (and this is true:
the wearer controls his mind...)
The wearer does not, however, have to worry about anything else: as long
he's o.k., the necklace won't interfere.
The wearer does not necessarily have to be aware of all characteristics of
the necklace.
The true owner:
All powers granted by the necklace are granted only to
the true owner.
The true owner is either he who wears it more than 7 days, or
the first one to wear it after 7 days no one wore it.