Email2021-06-10 11:54

Hi Darrell,

You know how I like explore rule-sets and their ramifications - and I've been thinking about just what this necklace could do. It is also in our interest not to 'push things too far' as you would then need to 'crock' the item - as you have said you would do with 'wishes' if we ever got that far.
Firstly, one could argue that any hostile spell where the victim makes their saving throw has 'failed', or at least not worked as intended by the caster - but that is obviously not the intent of the item. So we can have a clear understanding that the necklace does does affect anything described as a 'saving throw'. However, there are many other mechanisms by which a spell may not be 100% successful.

So can you please give your view as to what would work with the necklace, and what wouldn't - and yes, this is an exercise in 'reductio ad absurdum'.

* (As initially discussed) Augury/Divination etc - 100% correct information
* (Also as initially discussed) Reading scrolls (assuming you have even the most basic ability) - 100% success.
* Teleport - no chance of it going wrong, even to a vaguely described, never-seen-before place?

**Correct**

* Teleport - overrides the Teleport traps?

**Correct!!**

* Raise Dead/Resurrect - overcome any System Shock? Or as suggested, to overcome the blockage on Phinon.

**Nope - because it is Phinon that makes the check - not the spell**

* Stone Shape, Passwall etc cast on 'protected' stone - such as in the Diamond Fort?

**Nope - It cannot override immunities/protections on the target (e.g. a Mage wearing this necklace would not be able to override Caradocs spell save abilities)**

* Dig spell - 0% chance of a pit collapsing?

**Need to check - suspect not, since that is a physical effect of the tunnel dug.**

* Enchant Item - always successful?

**Need to check - suspect yes**

* Dispel Magic - always successful?

**Nope, since it is the defending spell that is resisting**

* Overcoming Magic Resistance? (Not only against hostiles, but also when casting 'friendly' spells within an army?)

**Nope - again it is the target who fails/succeeds**

* Casting a spell within an Anti-Magic field?

**Nope - definitely not**

* Casting a spell within or against a Paladin's Holy Sword Dispel Magic?

**Nope - it is the Paladin resisting**

* Casting a spell while Silenced, or with your hands tied behind you back etc?

**Nope - because the spell requires the verbal/somatic components. However say you were stunned or similar (50% spell failure) - then it would work.**

* Casting the spells needed to get a Flying City flying again (or a new one built)?

**You dont know......**

* Casting a GSOV without trashing a Flying City?

**Nope, because of the mana requirement is what trashes the city**

* Casting the ritual to bring the Elven Empress back?

**You dont know**

* Casting the spell that we discover that seals the Void forever even though it only has a one in million chance of working....

**LOL!**

On the other hand, rather than these being absurd, this necklace may be so incredibly powerful that it could affect the outcome of the Alveran/Solaran/Elven/Wild/Undead conflict on North Island - in other words it is another Mcguffin that the party needs to ensure is taken to the 'right people' (whoever they may be) and not fall into the hands of the 'wrong people'. In which case, we must not mention its existence to the Universal Temple in relation to CSI Phinon.

Cheers - David