28 April 2014

Table: Magic Helmet Abilities

Some magic helmets confer a bonus to the wearer's armor class beyond any normal improvement they may provide (q.v.). Some have a different kind of enchantment as well (or instead). Roll as needed on the following table to generate nonstandard magical helmet abilities.


Magic Helmet Abilities

Roll 1d20

  1. Amplifies wearer's voice at will.
  2. Can be used as an alarm if removed and activated. Anything that moves directly in front of it up to a designated distance will cause the helmet to emit a loud noise until deactivated. The noise will be that of a horn, a ghostly moaning, or a human voice shouting.
  3. Enables wearer to breathe in any environment and grants immunity to poison gases.
  4. Enables wearer to fly.
  5. Enables wearer to polymorph self once per day.
  6. Enables wearer to project two magic missiles once per day.
  7. Enables wearer to resist cold.
  8. Enables wearer to resist fire.
  9. Enables wearer to see in all directions.
  10. Enables wearer to see in darkness.
  11. Enables wearer to speak and comprehend any language.
  12. Enables wearer to teleport once per day.
  13. Enables wearer to use telepathy.
  14. Enables wearer to use X-ray vision for one round per day.
  15. Grants immunity to any spell or attack that would render the wearer unconscious.
  16. Grants immunity to any spell or attack that causes blindness or visual hypnosis.
  17. Grants immunity to mental attacks, both magical and psionic.
  18. Helmet's bonus applies to all saving throws vs. magic.
  19. Helmet's bonus applies to all saving throws vs. petrification.
  20. Helmet's bonus applies to all saving throws.

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