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CIRCLET OF PERSUASION

Aura faint transmutation; CL 5th

Slot head; Price 4,500 gp; Weight

DESCRIPTION

This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.

CONSTRUCTION

Requirements Craft Wondrous Item, eagle's splendor; Cost 2,250 gp


CROWN OF BLASTING, MINOR

Aura moderate evocation; CL 6th

Slot head; Price 6,480 gp; Weight 1 lb.

DESCRIPTION

On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.

CONSTRUCTION

Requirements Craft Wondrous Item, searing light; Cost 3,240 gp


CROWN OF BLASTING, MAJOR

Aura strong evocation; CL 17th

Slot head; Price 23,760 gp; Weight 1 lb.

DESCRIPTION

On command, this elaborate golden crown projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.

CONSTRUCTION

Requirements Craft Wondrous Item, Maximize Spell, searing light; Cost 11,880 gp


EARS OF THE SILDANYARI

Aura Moderate transmutation; CL 8th

Slot Head; Price 16,000 gp; Weight 1 lb.

DESCRIPTION

Also known as Ears of the Gobber, this headband grants the wearer the ability to transform their already lengthy ears into great fans, worthy of wings. On command, the wearer's ears transform, letting the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight.

CONSTRUCTION

Requirements Craft Wondrous Item, fly; Cost 8,000 gp


HAT OF DISGUISE

Aura faint illusion; CL 1st

Slot head; Price 1,800 gp; Weight

DESCRIPTION

This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

CONSTRUCTION

Requirements Craft Wondrous Item, disguise self; Cost 900 gp


HELM OF BRILLIANCE

Aura strong varied; CL 13th

Slot head; Price 125,000 gp; Weight 3 lbs.

DESCRIPTION

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 large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:

Diamond: Prismatic spray (save DC 20)
Ruby: Wall of fire
Fire opal: Fireball (10d6, Reflex DC 20 half)
Opal: Daylight

The helm may be used once per round, but each gem can perform its spell-like power just once. Until all 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 1d6 points of damage per round to all such creatures within that range.

The wearer may command any weapon he wields to become a flaming weapon. 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.

The helm provides fire resistance 30. This protection does not stack with similar protection from other sources. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.

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. 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. The opals and the helm itself are destroyed.

CONSTRUCTION

Requirements Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire; Cost 62,500 gp


HELM OF COMPREHEND LANGUAGES AND READ MAGIC

Aura faint divination; CL 4th

Slot head; Price 5,200 gp; Weight 3 lbs.

DESCRIPTION

Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

CONSTRUCTION

Requirements Craft Wondrous Item, comprehend languages, read magic; Cost 2,600 gp

HELM OF TELEPATHY

Aura faint divination and enchantment; CL 5th

Slot head; Price 27,000 gp; Weight 3 lbs.

DESCRIPTION

This pale metal or ivory helm covers much of the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.

CONSTRUCTION

Requirements Craft Wondrous Item, detect thoughts, suggestion; Cost 13,500 gp


HELM OF TELEPORTATION

Aura moderate conjuration; CL 9th

Slot head; Price 73,500 gp; Weight 3 lbs.

DESCRIPTION

A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.

CONSTRUCTION

Requirements Craft Wondrous Item, teleport; Cost 36,750 gp


HELM OF UNDERWATER ACTION

Aura faint transmutation; CL 5th

Slot head; Price 24,000 gp; Weight 3 lbs.

DESCRIPTION

The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.

CONSTRUCTION

Requirements Craft Wondrous Item, water breathing; Cost 12,000 gp


MASK OF THE SKULL

Aura strong necromancy and transmutation; CL 13th

Slot head; Price 22,000 gp; Weight 3 lbs.

DESCRIPTION

This fearsome-looking mask of ivory, beaten copper, or pale wood is typically fashioned into the likeness of a human skull with a missing lower jaw, allowing the bottom half of the wearer's face to remain visible when the mask is worn.

Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

CONSTRUCTION

Requirements Craft Wondrous Item, animate objects, finger of death, fly; Cost 11,000 gp