![]() On a roll of 1, the helm emits beams of light from its remaining gems. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames are harmless to you and the weapon. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. 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.As long as the helm has at least one ruby, you have resistance to fire damage.Any undead that starts its turn in that area takes 1d6 radiant damage. 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.The gem is destroyed when the spell is cast and disappears from the helm. 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). ![]() You gain the following benefits while wearing it: When all the gems are removed or destroyed, the helm loses its magic. Any gem pried from the helm crumbles to dust. This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals.
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