Helm of Brilliance: When discovered, a helm of brilliance appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel. When worn, it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals—each of large size and magicked—which perform as explained below. When struck by bright light, the helm will scintillate and send forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are:

Diamond
Prismatic spray (as the 7th-level wizard spell
Ruby
Wall of fire (as the 5th-level priest spell)
Fire Opal
Fireball (as the 3rd-level wizard spell)
Opal
Light (as the 1st-level priest spell)

Each gem can perform its spell-like power just once. The helm may be used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a helm of brilliance also has the following magical properties when activated.

1. It glows with a bluish light when undead are within 30 feet. This light causes

pain and 1d6 points of damage to all such creatures except skeletons and

zombies.

2. The wearer may command any sword he wields to become a sword of flame.

This is in addition to any other special properties it may have. This takes one

round to take effect.

3. The wearer is protected as if a double-strength fire resistance ring were worn,

but this protection cannot be augmented by further magical means.

4. The wearer may produce flame as a 5th-level cleric.

Once all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be recharged.

If a creature wearing the helm is attacked by magical fire and fails to save vs. magical fire, he must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems would normally have.

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