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1-4 BEAD OF ATONEMENT- as the 5th level spell of the same name.
5-8 BEAD OF BLESSING - as the 1st level spell of the same name.
9-11 BEAD OF CURING - cures blindness, deafness, disease, or cure
serious wounds. (as the appropriate spell does) Evil aligned
necklaces can also CAUSE these effects.
12 BEAD OF HEALING casts a Heal spell with the added effect of
Restore Mind curing insanity or other mental issues and the
bead restores lost limbs, lost life levels, and lowered
ability scores. Lastly, it can reverse early stage curses like
lycanthropy and void poisons of any type, even those known to
be incurable. Evil clerics can opt to merely cast a Harm
spell.
13-14 BEAD OF KARMA - allows the cleric to cast his or her spells as
if he or she were 4 levels higher (with respect to range,
duration,etc.) for 10 minutes (1 turn).
15-16 BEAD OF WIND WALKING - as the 7th level spell of the same
name.
17-18 BEAD OF SMITING - Wearer can smite up to 300 feet distant in a
20 foot blast radius against any opposed alignment targets
doing 5d8 damage to each creature and 10d6 to any outsider
he/she chooses. Targets are also blinded for 1d6 rounds
1
(minutes).
19 BEAD OF CALLING - Summons a powerful creature of appropriate
alignment from the Outer Planes (a Solar, Deva, Demon, Deamon,
Devil, etc.) to aid the wearer for one day. (If the wearer
uses the bead of summons to summon a deitys emissary
frivolously, the deity takes that characters items and places
a geas upon him as punishment in the very least.)
20 BEAD OF SUMMONS This rare bead can call the cleric's deity
(90% probability) to come to him or her in material form (but
it had better be for a good reason!)
Each special bead can be used but once per day. Calling beads work only
once per week at most and the need must be most dire. The Summoning
bead generally works only once. If a cleric summons his or her deity,
the deity will take the necklace as the least punishment for vain
purposes in so doing unless there is some cosmic purpose in the
balance. The function of each bead is known only when the bead is
grasped and a commune spell used. All powers of the special beads will
be lost if they are removed from the necklace, although it is possible
they may function one single time.