If this fails, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems normally have. magical fire, another saving throw for the helmet must be attempted, without magical additions. If a creature wearing the helm is attacked by magical fire and fails to save vs. Removing a jewel destroys it - they may not be recharged. Once all of its jewels have lost their magic, the helm loses all of its powers, and the gems turn to worthless powder. The wearer is protected as if a double-strength fire resistance ring were worn, but this protection cannot be augmented by further magical means.This is in addition to any other special properties it may have. The wearer may command any sword he or she wields to become a sword of flame.The light causes pain and d6 points of damage to all such creatures except skeletons and zombies. It glows with a bluish light when undead are within 30 feet.Until all of its jewels are magically expended, a helm of brilliance also has the following magical properties when activated: The level of the spell is doubled to obtain the level of the spell with respect to range, duration, and other considerations. The jewels' functions are:Įach gem can perform its ability just once, but the helm may be used once per round. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from the gem-tipped spikes of its crown. It is made of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals - each stone is of large size and each is magical. For various reasons, I would need to emulate an effect from a famous magic item: the Helm of Brilliance. When so empowered, the true nature of the helm is visible to all. When worn, it functions only upon utterance of a special command word. The opals and the helm itself are destroyed.When discovered, a helm of brilliance appears to be nothing more than an ordinary piece of armor for head protection - a helmet, basinet, sallet, of iron or steel. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Any gem pried from the helm crumbles to dust. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. This protection does not stack with similar protection from other sources. The command takes 1 round to take effect. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The wearer may command any weapon he wields to become a flaming weapon.This light causes 1d6 points of damage per round to all such creatures within that range. It emanates a bluish light when undead are within 30 feet.Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
The helm may be used once per round, but each gem can perform its spell-like power just once. Fire opal: Fireball (10d6, Reflex DC 20 half).When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Aura strong varied CL 13th Slot head Price 125,000 gp Weight 3 lbs.