Helm of Brilliance
Helm of Brilliance
Wondrous Item
Very Rare Requires Attunement
This dazzling helm is set with 1d10 1d10 diamonds, 2d10 2d10 rubies, 3d10 3d10 fire opals, and 4d10 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic. You gain the following benefits while wearing it:- You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
- As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 1d6 radiant damage.
- As long as The Helm has at least one ruby, you have Resistance to fire damage.
- As long as The Helm has at least one fire opal, you can use an action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command word again or until you drop or stow the weapon.
Daylight
3-level Evocation
Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: 1 hour
A 60-foot-radius Sphere of light spreads out from a point you choose within range. The Sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of Darkness created by a spell of or lower, the spell that created the Darkness is dispelled.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer
Fireball
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 150 feet
Components: Verbal, Somatic, Material
Materials: A ball of bat guano and sulfur
Duration: Concentration, Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
8d6
At higher levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd.
4th Level (9d6) 9d6 , 5th Level (10d6) 10d6 , 6th Level (11d6) 11d6 , 7th Level (12d6) 12d6 , 8th Level (13d6) 13d6 , 9th level (14d6) 14d6
Available for: Sorcerer, Wizard
Prismatic Spray
7-level Evocation
Casting Time: 1 action
Range/Area: self (60-foot cone)
Components: Verbal, Somatic
Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 1d8 to determine which color ray affects it.
1. Red. The target takes 10d6 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Available for: Sorcerer, Wizard
Wall of Fire
4-level Evocation
Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorous
Duration: Concentration, 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 1d8 for each slot level above 4th. Available for: Druid, Sorcerer, Wizard
Item type
Magical
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