This dangerous necklace drains life from any and all warm-blooded creatures with 50 feet. The effect is the same as a Vampiric Touch spell cast at 6th level. Damage is [roll]6d6[/roll] necrotic, and there is no save. Half of the damage inflicted goes to healing the user. No concentration is required. The effect automatically occurs every round and cannot be evaded.
The necklace is inactive when not attuned. Upon attunement, the necklace wraps tightly around the user's neck and permanently activates. The easiest way to deactivate or remove the necklace is to decapitate the user. Obviously, this fact may cause discord with the user's companions.
An Antimagic Field is the only way to block the vampiric effect temporarily without harming the user, but even in this case, the necklace cannot be removed.
Dispell Magic can be attempted, treating the necklace as a 9th level spell. If successful, the necklace is deactivated, but the user immediately loses every hit point ever received from the healing effect. If the result is negative hit points, the user dies.
Notes: Healing, Cursed, Necklace, Jewelry
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