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Elrihm
2011-03-31, 04:34 PM
Hey guys, I had a quick question about telekineses. I'm playing a wizard10/war weaver 1 that happened to stumble upon a ring of telekinesis. This character is a construction specialist so I thought for a minute, and built 2 different necklace of fireball VI's, and since they don't occupy the neck slot I wore them all. Now here comes the real cheese. Using telekinesis I hurled all 20 beads at something. Is this kosher or did I miss something?

Moriato
2011-03-31, 04:54 PM
Well the way I'm reading it, the spheres have to be detached from the chain before they'll explode (like pulling the pin on a grenade), and that can only be done by the wearer. I'd say that means by hand. Even if you could use telekinesis to do it:


An object can be telekinetically manipulated as if with one hand.

I don't think you'd be able pluck each one off the chain and throw them with one hand in 6 seconds.

Elrihm
2011-03-31, 05:02 PM
Well the way I'm reading it, the spheres have to be detached from the chain before they'll explode (like pulling the pin on a grenade), and that can only be done by the wearer. I'd say that means by hand. Even if you could use telekinesis to do it:



I don't think you'd be able pluck each one off the chain and throw them with one hand in 6 seconds.

Well, you're not throwing them with one hand. Basically you take a move to untie the necklaces, and then use your 10 hurled objects each standard action with telekinesis. You could cut through the two strings (not chains) in a move equivalent action at that. I know this is a really vague area, but so far, I haven't felt like I mis-used anything.

As far as using telekinesis to throw them, there isn't any stipulation as to what throws them. It just says a wearer could do such easily. The only stipulation is that at the end of the trajectory the bead explodes.

Keep in mind that this is a really expensive last ditch effort that I only used when I wound up facing two hydras....so it doesn't really break the game cause of the cost to do that all the time.

Elrihm
2011-03-31, 05:06 PM
Oops, just re-read the description of the necklace. Ok, chains but still. Undoing chains in a move action doesn't seem unreasonable, especially when doing it by hand you have to get the things of the chain someway.

Psyren
2011-03-31, 05:15 PM
By RAW, you throw one and only one sphere.


The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

What you're proposing here is classic "the rules don't say I CAN'T throw 10 of them at once!" Though it's less broken than other things you could be doing at level 10, it's still a houserule.

Elrihm
2011-03-31, 05:20 PM
I dunno...I would feel worse about it if it said a player can hurl only one of these. I get the feeling like it wasn't expected to be used that way, so there is no ruling on it, which I guess would come back to rule 0.

Moriato
2011-03-31, 05:23 PM
This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Well, it's not very clear on how many of them you're supposed to be able to throw at once, unless you take the line "can easily hurl one of them up to 70 feet." to mean only one per round, which is reasonable. Telekinesis really doesn't give you any special ability to manipulate it, in fact it makes it harder to do delicate work like that. If you couldn't do it by hand, telekinesis isn't going to help.

What you could do, on the other hand, is throw the necklaces near the enemy, then hit them with a fire spell (or one of the detached beads). If they fail the save, they'll all go off at once.

Edit: Looking at the way it's worded, that may not work either, as it seems to imply that someone has to be wearing it for them to have a chance at going off when hit by a fire spell. I don't see why, logically, but there you go.

Psyren
2011-03-31, 05:24 PM
I dunno...I would feel worse about it if it said a player can hurl only one of these. I get the feeling like it wasn't expected to be used that way, so there is no ruling on it, which I guess would come back to rule 0.

I didn't mean "only one orb and the necklance is forevermore useless." I meant "you throw one, it detonates, you throw one more, it detonates" etc. In other words, it's not a clusterbomb. (Unless the DM hits you with fire while you're wearing it, but that is such an awesome death I might intentionally fail my save.)

Jaraak
2011-03-31, 09:19 PM
By my recollection if the wearer of a necklace of fireballs suffers a fire damaging area of effect spell the necklace takes a reflex or they all explode right?

So cant you just detach one bead and telekinesis the 2 necklaces and the 1 bead to the 5ft square you want and hope that the necklace fails its save? What is the reflex save of an unattended magical object?

If this works you could probably spread the two necklaces out on either side so they catch the edge of the beads effect to maximise spread (think ven diagram?)