3e SRD:Helm of Brilliance
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Helm of Brilliance
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with ten diamonds, twenty rubies, thirty fire opals, and forty opals, each of large size and enchanted. The jewels functions are as follows:
Jewel Effect ----- ------ Diamond Prismatic spray (DC 17) Ruby Wall of fire Fire opal Fireball (10d6) Opal Light
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all of its jewels are depleted, a helm of brilliance also has the following magical properties when activated:
It emanates a bluish light when undead are within 30 feet. This light causes pain and 1d6 points of damage per round to all such creatures within that range.
The wearer may command any weapon he or she wields to become a flaming weapon (see above). This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
Each round, the helm absorbs the first 30 points of fire damage the wearer would otherwise take. This protection does not stack with similar protection from other sources.
Once all of its jewels have lost their magic, the helm loses all its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magic fire (after the fire protection is taken into account) and fails an additional Will saving throw (DC 15), the remaining gems on the helm overload and detonate.
Caster Level: 13; Prerequisites: Craft Wondrous Item, light, fireball, prismatic spray, wall of fire, flame blade, detect undead, protection from elements; Market Price: 157,000 gp; Weight: 3 lbs.
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