The helm and its gems are then destroyed. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. On a roll of 1, the helm emits beams of light from its remaining gems. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames are harmless to you and the weapon. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames.As long as the helm has at least one ruby, you have resistance to fire damage.Any undead that starts its turn in that area takes 1d6 radiant damage. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area.The gem is destroyed when the spell is cast and disappears from the helm. You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby).You gain the following benefits while wearing it: When all the gems are removed or destroyed, the helm loses its magic. Any gem pried from the helm crumbles to dust. The opals and the helm itself are destroyed.This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. 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. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. This protection does not stack with similar protection from other sources. against Strahd two cards from the high deck and lay them face down in. The identity of a powerful ally in the fight face down in the 1, 2, and 3 positions. The command takes 1 round to take effect. Symbol ofRavenkind, and the Sunsword the top three cards from the common deck and lay them. 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.
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