HEAD or HELMET Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
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HEAD or HELMET Slot- Wondrous Items- Descriptions

Head Slot- Wondrous Items



ANGELHELM

Price (Item Level): 10,000 gp (12th) Body Slot: Head Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and standard (command) Weight: 2 lb.
This winged mithral helm shines in the light like a priceless heirloom. An angelhelm allows a good-aligned wearer to emulate certain traits of celestial beings. Your melee attacks are treated as good-aligned weapons for the purpose of overcoming damage reduction. This is a continuous effect and requires no activation.
In addition, your angelhelm allows you to use cure critical wounds, dispel evil (DC 17), and resist energy (acid or cold only) as spell-like abilities each once per day.
The helm grants no benefit to nongood wearers.
Prerequisites: Craft Wondrous Item, dispel evil, cure critical wounds, resist energy, good alignment. Cost to Create: 5,000 gp, 400 XP, 10 days.


BATRACHIAN HELM

26,000 GP AURA moderate transmutation CL 10th WEIGHT 3 lbs.
This oily bronze helm is fashioned in the shape of a frog’s head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer’s size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him.
If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.
CONSTRUCTION REQUIREMENTS COST 13,000 GP Craft Wondrous Item, telekinesis


Bear Helm

Price (Item Level): 1,500 gp (5th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Immediate (mental) Weight: —
This large helmet is wrapped in the hide of a bear’s head, with metal teeth worked into its visor.
While raging, you can halve the damage dealt by a single sneak attack or critical hit scored against you. You can activate this item after the damage from the attack has been determined.
A bear helm functions once per day. Prerequisites: Craft Wondrous Item, stoneskin.
Cost to Create: 750 gp, 60 XP, 2 days.


BEHOLDER CROWN

Price (Item Level): 20,000 gp (15th) Body Slot: Head Caster Level: 13th Aura: Strong; (DC 21) necromancy Activation: Swift (mental) Weight: 1 lb.
Ten metal stalks sprout from this grotesquely formed bronze crown. At the tip of each stalk, a different gem gazes like a glistening eye.
These strange crowns can shoot rays from eyelike gems, much like the attacks of their namesake. Each gem can fire a different ray a single time at a target (doing this burns out the gem). Each ray extends up to 30 feet and requires a ranged touch attack to success- fully strike a target. Each ray functions as a particular spell (though the ray only affects a single target): • charm monster (Will DC 17 negates) • charm person (Will DC 17 negates) • deep slumber (Will DC 17 negates) • disintegrate (Fort DC 17 partial) • fear (Will DC 17 partial) • finger of death (Fort DC 17 partial) • flesh to stone (Fort DC 17 negates) • inflict moderate wounds (Will DC 17 half) • slow (Will DC 17 negates) • telekinesis (violent thrust against a target of up to 325 pounds; Will DC 17 negates) Prerequisites: Craft Wondrous Item, charm monster, charm person, deep slumber, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, slow, telekinesis. Cost to Create: 10,000 gp, 800 XP, 20 days.


BLINDHELM

Price (Item Level): 15,000 gp (14th) Body Slot: Head Caster Level: 11th Aura: Strong; (DC 20) divination Activation: — Weight: 1/2 lb.
This helm’s face is a solid slab of iron, appar- ently allowing its wearer no way to see out. Despite its appearance and name, a blind- helm doesn’t restrict your vision in any way. More important, it grants you blind- sense out to 5 feet and provides you with a +5 competence bonus on saves against gaze attacks.
Prerequisites: Craft Wondrous Item, true seeing. Cost to Create: 7,500 gp, 600 XP, 15 days.
 


BUFFERING CAP

2,000 GP AURA faint conjuration CL 1st WEIGHT 1 lb.
This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, shield


CAP OF HUMAN GUISE

800 GP AURA faint illusion CL 3rd WEIGHT —
This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult human such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap’s appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form.
Though invented and primarily used by Small humanoids, it can be used by any Small or Medium humanoid creature. CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, disguise self


CAP OF LIGHT

900 GP AURA faint evocation CL 1st WEIGHT —
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light (as the spell). The light can also be turned off on command.
CONSTRUCTION REQUIREMENTS COST 450 GP Craft Wondrous Item, light

CAP OF THE FREE THINKER

12,000 GP AURA moderate abjuration CL 10th WEIGHT —
This soft cap helps the wearer free herself from outside influences. Once per day, when the wearer fails a saving throw against a mind-affecting effect, she can reroll the save and take the second result.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, mind blank


CAT’S EYE CROWN

18,000 GP AURA moderate divination CL 10th WEIGHT 1 lb.
This slender silver crown is decorated with a single cat’s eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense.
The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown’s wearer gains the benefit of the clairaudience/clairvoyance spell, but uses the cat’s eye gemstone as that spell’s sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, clairaudience/clairvoyance, darkvision,


CIRCLET OF MINDSIGHT

22,000 GP AURA moderate divination CL 9th WEIGHT — This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes.When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of mind blank or a ring of mind shielding. The circlet does not interfere with the wearer’s ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.
CONSTRUCTION REQUIREMENTS COST 11,000 GP Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts


Circlet of Rapid Casting

Price (Item Level): 15,000 gp (14th) Body Slot: Head Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) Weight: —
This golden circlet is engraved with dozens of different symbols and runes. A circlet of rapid casting allows you to cast a small number of spells each day more quickly. This circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to cast a single spell as part of the same swift action you used to activate the circlet. This spell must be one that normally has a casting time of no longer than 1 standard action. Doing this expends the prepared spell or spell slot as if you had cast the spell normally.
  • 1 charge: Cast a single spell of up to2nd level.
  • 2 charges: Cast a single spell of up to3rd level.
  • 3 charges: Cast a single spell of up to 4th level.
Prerequisites: Craft Wondrous Item, Quicken Spell. Cost to Create: 7,500 gp, 600 XP, 15 days.


CIRCLET OF SOLACE

Price (Item Level): 3,000 gp (7th) Body Slot: Head Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: Swift (command) Weight: —
The circlet is made of delicate ivory threads interwoven with silver bands covered in runes of healing.
A circlet of solace allows you to bolster your healing spells. After activating the circlet, the next healing spell you cast on a living ally before the end of your turn also grants that creature a +5 morale bonus on saves against disease, fear, and poison for 1 minute. If the spell affects multiple creatures, only one (your choice) gains the circlet’s benefit.
A circlet of solace functions three times per day.
Prerequisites: Craft Wondrous Item, delay poison, remove fear. Cost to Create: 1,500 gp, 120 XP, 3 days.


Circlet of Wild Surges

Price (Item Level): 4,200 gp (9th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Free (command) Weight: 1 lb.
This thin, platinum circlet depicts blasts of wild energy across its surface.
A circlet of wild surging allows you to enhance your emotional state to make your wild surges more powerful. When you use wild surge while manifesting a power, you can activate the circlet to increase the bonus to your manifester level by 1. The increased wild surge still requires the normal extra power point cost normally required to augment the power. This also increases your chance of psychic enervation by 5% and increases the dura- tion of your surging euphoria by 1 round (if you have that class feature).
A circlet of wild surging functions three times per day, but won’t function in con- secutive rounds.
Prerequisites: Craft Wondrous Item, wild surge. Cost to Create: 2,100 gp, 168 XP, 5 days.


CAT’S EYE CROWN

18,000 GP AURA moderate divination CL 10th WEIGHT 1 lb.
HWhen worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects.
Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of mind blank or a ring of mind shielding.
The circlet does not interfere with the wearer’s ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.
CONSTRUCTION REQUIREMENTS COST 11,000 GP Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts


CIRCLET OF PERSUASION

4,500 GP AURA faint transmutation CL 5th WEIGHT —
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma based checks. CONSTRUCTION REQUIREMENTS COST 2,250 GP Craft Wondrous Item, eagle’s splendor


CROWN OF BLASTING, MAJOR

23,760 GP AURA strong evocation CL 17th WEIGHT 1 lb.
On command, this elaborate golden crown projects a blast of searing light (5d8 maximized for 40 points of damage) once per day. CONSTRUCTION REQUIREMENTS COST 11,880 GP Craft Wondrous Item, Maximize Spell, searing light


CROWN OF BLASTING, MINOR

6,480 GP AURA moderate evocation CL 6th WEIGHT 1 lb.
On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day. CONSTRUCTION REQUIREMENTS COST 3,240 GP Craft Wondrous Item, searing light


CROWN OF CONQUEST

24,600 GP AURA moderate enchantment CL 7th WEIGHT 3 lbs.
This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).
If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.
CONSTRUCTION REQUIREMENTS COST 12,300 GP Craft Wondrous Item, bless, eagle’s splendor, prayer


CROWN OF HEAVEN

150,000 GP
AURA moderate abjuration CL 10th WEIGHT 5 lbs. This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use tongues once per day, both on command.
She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A crown, an orb, and a scepter of heaven—collectively known as a regalia of heaven—increase in power when used together. If the wearer of a crown of heaven wields an orb or scepter of heaven, effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures.
She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a –2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action.
If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown’s caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an aura of sanctity for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a magic circle against evil and a lesser globe of invulnerability.
A crown of heaven bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an orb or scepter of heaven, it gains one additional negative level per object. An evil creature intentionally donning a crown of heaven gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.
CONSTRUCTION REQUIREMENTS COST 75,000 GP Craft Wondrous Item, aura of doom (Ultimate Magic), detect evil, dispel evil, magic circle against evil, tongues


CROWN OF SWORDS

6,000 GP AURA faint evocation CL 3rd WEIGHT 3 lbs.
This radiant crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped spiritual weapon that then attacks her attacker. On the wearer’s next turn, she may spend one additional use each round to continue attacking that target with the spiritual weapon; the spiritual weapon cannot be redirected and disappears if the target is killed or moves out of range. Multiple spiritual weapons may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, spiritual weapon


FIENDHELM

Price (Item Level): 10,000 gp (12th) Body Slot: Head Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: — and full-round (command) Weight: 2 lb.
This horned, black adamantine helm seems to absorb the light around it. The helm’s faceplate shows a fiendish visage, and hellish orange light leaks from its eyes, nostrils, and mouth.
A fiendhelm allows an evil-aligned wearer to emulate certain traits of evil extraplanar creatures. Your melee attacks are treated as evil-aligned for the purpose of overcom- ing damage reduction. This is a continuous effect and requires no activation.
In addition, a fiendhelm allows you to use dispel good, inflict critical wounds, and resist energy (electricity or fire only) as spell-like abilities each once per day. Use your own character level as the caster level, and the save DCs equal 10 + the spell level + your Cha modifier.
A fiendhelm grants no benefit to non- evil wearers.
Prerequisites: Craft Wondrous Item, dispel good, inflict critical wounds, resist energy, evil alignment. Cost to Create: 5,000 gp, 400 XP, 10 days.


HALO OF INNER CALM

16,000 GP AURA strong abjuration CL 15th WEIGHT 1 lb.
This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws. CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Wondrous Item, holy aura, creator must be a tiefling of good alignment


HALO OF MENACE

84,000 GP AURA strong enchantment CL 9th WEIGHT 1 lb.
When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a –2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a –2 penalty on this saving throw. A creature that has resisted or broken the effect of the halo of menace cannot be affected by the same wearer’s aura for 24 hours. The aura is a mind-affecting effect.
CONSTRUCTION REQUIREMENTS COST 42,000 GP Craft Wondrous Item, order’s wrath, creator must be an aasimar or an archon


HAT OF ANONYMITY

Price (Item Level): 12,500 gp (13th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — Weight: 1 lb.
This plain black hat has a broad brim and a wide black silk band.This hat obscures you from detection, allowing you to blend into a crowd with ease. While you wear it, you are under a continuous nondetection effect and have a +5 bonus on Hide checks. Prerequisites: Craft Wondrous Item, nondetection. Cost to Create: 6,250 gp, 500 XP, 13 days.


HAT OF DISGUISE

1,800 GP AURA faint illusion CL 1st WEIGHT —
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, or other headwear.
CONSTRUCTION REQUIREMENTS COST 900 GP Craft Wondrous Item, disguise self

HELM OF BRILLIANCE

125,000 GP AURA strong varied CL 13th WEIGHT 3 lbs.
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 COST 62,500 GP Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire


Headband of Conscious Effort

Price (Item Level): 2,000 gp (6th) Body Slot: Head Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: Immediate (mental) Weight: — The front of this delicate golden headband is set with an array of three matched tiger’s-eye gems that seem to glow with inner fire. While wearing a headband of conscious effort, you can attempt a Concentration check instead of a required Fortitude saving throw once per day.
Prerequisites: Craft Wondrous Item, Combat Casting, bear’s endurance. Cost to Create: 1,000 gp, 80 XP, 2 da


Headband of the Lore Binder

Price (Item Level): 1,600 gp (5th) Body Slot: Head Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: — and standard (command) Weight: —
The face of this blue-green metal circlet is stamped with the image of a blank, open scroll.
A headband of the lorebinder grants a +4 sacred bonus on bardic knowledge checks (and on a loremaster’s lore checks). This is a continuous effect and requires no activation.
Three times per day, you can activate the headband to gain the effect of a read magic spell. This ability lasts for 30 minutes.
Prerequisites: Craft Wondrous Item, read magic, bard. Cost to Create: 800 gp, 64 XP, 2 days.    


HELM OF BRILLIANCE, LESSER

36,000 GP AURA moderate varied CL 5th WEIGHT 3 lbs.
This helm functions like a helm of brilliance but is lower powered. Instead of the standard helm’s allotment of gems, the lesser helm has 10 diamonds (fireball, 10d6 damage, Reflex DC 20 half), 20 corals (flaming sphere), 30 garnets (scorching ray), and 40 agates (light). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become fireballs centered on the wearer, corals become flaming spheres in and adjacent to the wearer’s space, garnets become scorching rays that fire randomly at creatures in range, and the agates and the helm itself are destroyed.
CONSTRUCTION REQUIREMENTS COST 18,000 GP Craft Wondrous Item, detect undead, fireball, flame blade, flaming sphere, light, protection from energy, scorching ray


Helm of Comprehending Languages and Reading Magic

5,200 GP AURA faint divination CL 4th WEIGHT 3 lbs.
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 ability to use its spells.
CONSTRUCTION REQUIREMENTS COST 2,600 GP Craft Wondrous Item, comprehend languages, read magic


HELM OF ELECTRIC RADIANCE

125,000 GP AURA strong varied CL 13th WEIGHT 3 lbs.
The helm of electric radiance is similar to a helm of brilliance, except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for chain lightning, 20 pieces of amber that can be used for lightning bolt, 30 pieces of petrified wood that can be used for shocking sphere (as flaming sphere but dealing electricity damage), and 40 opals that can be used for daylight. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.
CONSTRUCTION REQUIREMENTS COST 62,500 GP Craft Wondrous Item, chain lightning, daylight, detect undead, flaming sphere, lightning bolt, protection from energy, shocking grasp
 


HELM OF BATTLE

Price (Item Level): 2,000 gp (6th) Body Slot: Head Caster Level: 5th Aura: Moderate; (DC 17) transmutation Activation: Swift (command) Weight: —
This elegant mithral helm is light, yet sturdy. A helm of battle is a useful tool if you favor tactical maneuvers over brute force. When you activate the helm, you gain a +2 bonus on the next attack roll or ability check you make to attempt a bull rush, disarm, overrun, sunder, or trip attempt during your turn.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, fox’s cunning. Cost to Create: 1,000 gp, 80 XP, 2 days.


Helm of Gazes

Price (Item Level): 5,000 gp (9th) Body Slot: Head Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: — Weight: 3 lb.
This mirror-bright steel cap is set with three tiger’s-eye gems, each one looking in a dif- ferent direction. Each time you would be required to roll a save against a gaze attack, a helm of gazes automatically absorbs the gaze (with no action required). This ability functions three times per day.
Prerequisites: Craft Wondrous Item, spell turning. Cost to Create: 2,500 gp, 200 XP, 5 days.


Helm of Glorious Recovery

Price (Item Level): 5,600 gp (10th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Swift (command) Weight: 3 lb.
This magnificent helmet is chased with gold and silver, and set with three yellow topazes. Developed by a militant, lawful good sect for its paladins, these helmets are potent healing devices. Once per day, this helmet can heal you of 4d8+7 points of damage.
Prerequisites: Craft Wondrous Item, cure critical wounds.
Cost to Create: 2,800 gp, 224 XP, 6 days.


HELM OF HEROES

Price (Item Level): 5,600 gp (10th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Weight: 1 lb. This iron helm bears horns of ivory, each etched with scenes from famous battles.
A helm of heroes is prized by marshals (MH 11), because it allows them to better direct their allies in battle. When you wear this helm and use your grant move action abil- ity, you can choose instead to grant each affected character a single melee attack (using each ally’s full base attack bonus). This ability’s activation is a part of the grant move action activation.
This ability functions once per day. Prerequisites: Craft Wondrous Item, shout.  


Helm of the Purple Plume- Relic Tyr

Price (Item Level): 4,500 gp (9th) Body Slot: Head Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: — Weight: 4 lb.
This golden helm covers three-quarters of the face and sports a large, purple feather. Symbolic of honor and justice, the purple plume marks a warrior of particular valor and conspicuous honor. While wearing a helm of the purple plume, you have a +2 enhancement bonus to Charisma if you are lawful good, neutral good, or lawful neutral.
Relic Power: If you have established the proper divine connection, you also gain a +5 morale bonus on saving throws against fear effects while you wear the helm. Not only are you more resistant to fear, but exposure to fear actually embold- ens you. Whenever you successfully save against a fear effect, you receive the benefit of a heroism spell for 10 rounds. If you have immunity to fear, you automatically gain this benefit whenever you are subjected to a fear effect from an enemy.
To use the relic power, you must wor- ship Tyr and at least 7 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, heroism. Cost to Create: 2,250 gp, 180 XP, 5 days.


Helm of the Fierce Mein

5,000 GP AURA faint necromancy CL 1st WEIGHT 4 lbs. This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, cause fear


HELM OF TELEPATHY

27,000 GP AURA faint divination and enchantment CL 5th WEIGHT 3 lbs.
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 twoway 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 COST 13,500 GP Craft Wondrous Item, detect thoughts, suggestion


HELM OF TELEPORTATION

73,500 GP AURA moderate conjuration CL 9th WEIGHT 3 lbs.
A character wearing this helm may teleport three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.
CONSTRUCTION REQUIREMENTS COST 36,750 GP Craft Wondrous Item, teleport


HELM OF THE MAMMOTH LORD

8,500 GP AURA faint transmutation CL 5th WEIGHT 3 lbs.
This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer’s face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction.
The helm of the mammoth lord also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures.
On command, the wearer may use detect animals or plants, but can only detect elephant-like creatures. On command, the wearer may use speak with animals, but only to communicate with elephant-like creatures.
CONSTRUCTION REQUIREMENTS COST 4,250 GP Craft Wondrous Item, beast shape I, charm animal, detect animals or plants, speak with animals, creator must have 5 ranks in Handle Animal and Ride


HELM OF UNDERWATER ACTION

24,000 GP AURA faint transmutation CL 5th WEIGHT 3 lbs.
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 COST 12,000 GP Craft Wondrous Item, water breathing


Horned Helm

Price (Item Level): 8,000 gp (11th) Body Slot: Head Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: 1 lb.
This dark leather helm has an open face, and a pair of deer antlers rises from the forehead. When you place a horned helm on your head, the antlers join solidly with your skull. These antlers grant you a natural secondary gore attack that deals 1d8 points of damage plus half your Strength bonus. The antlers are treated as a magic weapon for the purpose of overcoming damage reduction. Prerequisites: Craft Wondrous Item, haste, magic fang. Cost to Create: 4,000 gp, 320 XP, 8 days.


HOWLING HELM

22,600 GP AURA faint conjuration CL 5th WEIGHT 2 lbs.
The wearer of this helm, crafted from a beast’s skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the speak with animals spell.
The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer’s following turn, 1d3 wolves appear as if summoned by the spell summon nature’s ally III. They act on the wearer’s initiative and follow her instructions (or attack her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.
CONSTRUCTION REQUIREMENTS COST 11,300 GP Craft Wondrous Item, speak with animals, summon nature’s ally III


IRON CIRCLET OF GUARDED SOULS

30,000 GP AURA moderate abjuration CL 11th WEIGHT 1 lb.
This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer’s soul and his identity from mystic intrusion.
The wearer is immune to effects that target souls (such as trap the soul) or that would be foiled by a nondetection spell (unlike nondetection, the divination’s caster cannot attempt a caster level check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, nondetection, trap the soul


JINGASA OF THE FORTUNATE SOLDIER

5,000 GP AURA strong divination CL 15th WEIGHT 3 lbs.
This conical iron jingasa, or war hat, grants the wearer a +1 deflection bonus to AC. When struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally. This ability functions only once, though the jingasa continues to grant its deflection bonus even after the other ability is expended.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, divine favor, moment of prescience


JUDGE’S WIG

59,200 GP AURA moderate divination CL 7th WEIGHT —
This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy, Sense Motive and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with discern lies.
CONSTRUCTION REQUIREMENTS COST 29,600 GP Craft Wondrous Item, discern lies


LAUREL OF COMMAND

30,000 GP AURA faint enchantment CL 3rd WEIGHT —
Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer’s voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer’s next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, heroism


MAGICIAN’S HAT

20,000 GP AURA moderate transmutation CL 10th WEIGHT —
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat.
For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, mnemonic enhancer
   


MAW OF THE WYRM

18,000 GP AURA moderate evocation CL 7th WEIGHT 3 lbs.
This fearsome helm, wrought into the shape of a roaring dragon’s maw, has dozens of glittering dragon scales across its surface. The helm’s wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon’s frightful presence aura.
Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the dragon’s breath spell (Advanced Player’s Guide) to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, dragon’s breath


Phoenix Helm

Price (Item Level): 6,500 gp (10th) Body Slot: Head Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: See text Weight: 3 lb.
This helm is forged of copper and inlaid with silver and gold. The whole piece is stylized in the shape of a phoenix with its wings unfurled, its legs guarding the temples, and its head adorning the brow.
A phoenix helm grants you low-light vision. This is a continuous effect and requires no activation.
In addition, you can use each of the fol- lowing abilities once per day: feather fall, resist energy, and speak with animals (birds only). Each of these abilities can be used as a standard (command) action except feather fall, which requires an immediate (command) action to activate.
Prerequisites: Craft Wondrous Item, feather fall, low-light vision (SC 134), resist energy, speak with animals. Cost to Create: 3,250 gp, 260 XP, 7 days.


Scout's Headband

Price (Item Level): 3,400 gp (8th) Body Slot: Head Caster Level: 9th Aura: Moderate; (DC 19) divination Activation: — and standard (command) Weight: —
This tattered strip of cloth is strangely resilient, and when you hold it, elven runes appear along its length.
A scout’s headband grants you a +2 com- petence bonus on Spot checks. This is a continuous effect and requires no activation.
In addition, this circlet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges enhances your visual acuity as described below.
1 charge: You gain darkvision out to 60 feet for 1 hour. 2 charges: You can see invisible crea- tures and objects (as see invisibility) for 10 minutes. 3 charges: You gain true seeing (as the spell) for 1 minute.
Prerequisites: Craft Wondrous Item, see invisibility, darkvision, true seeing. Cost to Create: 1,700 gp, 136 XP, 4 days.
 


Steel Mind Cap

33,600 GP AURA moderate abjuration CL 9th WEIGHT 3 lbs.
Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer’s mind is overwhelmed. The helmet takes control of the wearer’s body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap’s influence counts against the duration of the daze or stun effect The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap’s 5 rounds of duration are expended.
CONSTRUCTION REQUIREMENTS COST 16,800 GP Craft Wondrous Item, surmount affliction (Ultimate Magic)


Storm Lord's Helm

35,000 GP AURA strong transmutation CL 10th WEIGHT 3 lbs.
Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the control weather spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can call lightning (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.
CONSTRUCTION REQUIREMENTS COST 17,500 GP Craft Wondrous Item, call lightning, control weather


SURGE CRYSTAL

Price (Item Level): 18,000 (14th) Body Slot: Head Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) Weight: —
This leather band holds an indigo crystal that pulses with a vibrant radiance.
A surge crystal allows you to exceed your normal manifesting limits briefly. A crystal has 5 charges, which are renewed each day at dawn. Spending 1 or more charges increases your manifester level for the next psionic power you manifest in that round. The manifester level boost gives you the ability to augment the power to a higher degree than you otherwise could; however, you must still pay the extra power point cost for this augmentation.
  • 1 charge: +1 manifester level.
  • 3 charges: +2 manifester level.
  • 5 charges: +3 manifester level.
The benefit from a surge crystal doesn’t stack with wild surge or the Overchan- nel feat.
A surge crystal can be activated only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
Prerequisites: Craft Wondrous Item, wild surge (EPH 31) or Overchannel feat. Cost to Create: 9,000 gp, 648 XP, 18 days.

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