Magic Helmet Abilities
Roll 1d20
- Amplifies wearer's voice at will.
- 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.
- Enables wearer to breathe in any environment and grants immunity to poison gases.
- Enables wearer to fly.
- Enables wearer to polymorph self once per day.
- Enables wearer to project two magic missiles once per day.
- Enables wearer to resist cold.
- Enables wearer to resist fire.
- Enables wearer to see in all directions.
- Enables wearer to see in darkness.
- Enables wearer to speak and comprehend any language.
- Enables wearer to teleport once per day.
- Enables wearer to use telepathy.
- Enables wearer to use X-ray vision for one round per day.
- Grants immunity to any spell or attack that would render the wearer unconscious.
- Grants immunity to any spell or attack that causes blindness or visual hypnosis.
- Grants immunity to mental attacks, both magical and psionic.
- Helmet's bonus applies to all saving throws vs. magic.
- Helmet's bonus applies to all saving throws vs. petrification.
- Helmet's bonus applies to all saving throws.
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