It can also give your weapon the Flaming property, which at the very least would cost 6,000 gp to actually have put on your weapon. It seems we've already overshot the price, and we have several abilities to go.Ī scroll of Daylight costs 375 gp, and we have 40 of them. Just 36,000 gp to go.Ī single scroll of Prismatic Spray costs 2,275 gp, and we have ten such effects.Ī scroll of Wall of Fire costs 700 gp, and we have 20 of them. So, there is 89,000 of our 125,000 gp price tag. Comparing that to a Greater Ring of Fire Resistance, which also provides fire resistance 30, we find that ability is worth 44,000 gp. The helm also provides Fire Resistance 30. That's a total of 300d6 fire damage, and at 150 gp per d6, that comes to 45,000 gp of the Helm's price. The Helm has 30 fire opals, each of which deals 10d6 fire damage (and at a DC 6 higher than that of the Necklace, no less). So, the Helm is 125,000 gp to start with.Ī necklace of fireballs costs 150 gp per d6 of damage available on the necklace. The easiest place to start in deconstructing the helm is with the abilities that persist until it is completely used up, and the fire opals (by comparing them to a necklace of fireballs). Strong varied CL 13th Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire Price 125,000 gp Weight 3 lb. The opals and the helm itself are destroyed. 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. 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. The jewels’ functions are as follows:įire 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 crownlike, gem-tipped spikes. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word.
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