Helms of Changes come in 3 types, each indistinguishable
from the other 2 until it is used for the first time. Each type appears
as a one-inch wide band of mithral, which is worn around the
forehead.
Each of the Helms of Changes is capable of creating a specific
type of illusion of limited power and
duration. There is no limit to the
number of times each item can be used for its intended purpose.
After a particular illusion expires, the user must spend one full turn
of
mental rest before conjuring the illusion again, and each such conjuring
takes another full turn. During the conjuring of an illusion, the
user cannot fight, cast spells or move (exception: Helm of Creation).
If any of these things takes place, the conjuring process must be
begun anew.
All intended victims of any of the illusions
are allowed a saving
throw vs. magic, and no being is affected by subsequent attempted
conjurings of the same illusion during the same encounter. The
duration of each helm’s illusion varies from use to use and is known
only to the DM.
Helm of Disguises: This helm allows
the user to form an
illusionary disguise, altering his/her garb, height, weight and facial
features. Changes of height and weight are limited to no more than
four inches and 20 pounds, respectively. After successfully conjuring
the illusion, the user is able to move
and participate in melee but
cannot cast spells or otherwise engage in deep concentration. The
duration is 1-6 half-hour periods.
XP: 500
GP: 2,500
Helm of Creation: The wearer of
this helm is capable of
creating illusionary stone, wood and iron constructions such as walls
and floors (limit of 10 feet square area for each), furniture, doors
or
traps. although the last two will be seen as illusions, they will not
function. Unlike the other helms, the illusions sent forth by this
helm
can only affect 5-12 beings, but those who fail their saving throws
will fully respond to the illusion as if it was real (walls or doors
will
stop them, floors or furniture will support their weight). All such
illusions will last from 1-4 turns.
XP: 2,000
GP: 10,000
Helm of Weaponry: Any non-magical,
hand-held weapon may
be “created.” After the period of concentration, and if the intended
victim fails his saving throw, the illusionary weapon can be wielded
as if it existed, causing regular damage with normal hit probability.
Note that weapon restrictions which apply to certain character classes
will still apply here; i.e., a Magic-User cannot conjure up an
illusionary sword. 50 % of all Helms of Weaponry will be usable to
transform an existing weapon into a larger, more effective weapon of
the same general type: i.e., a dagger can be turned into a short
sword, a short sword into a long sword, a long sword into a twohanded
sword. The duration of this illusion is 3-12 rounds. 30% of
all Helms of Weaponry will enable the user to create a small, onehanded
weapon such as a dagger or handaxe. The duration of this
illusion is 2-9 rounds. 20% of all Helms of Weaponry will enable the
user to create a larger hand-held weapon such as a sword or battle
axe. The duration of this illusion is 2-5 rounds.
01-50 = Type I:
XP: 2,000
GP:10,000
51-80 = Type II
XP:1,000
GP: 5,000
81-00 = Type III
XP: 1,500
GP: 7,500
Magic Items | - | Dragon 40 | - | Dragon |