This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire
(tân) opals, and 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 (golau dydd) (opal), fire (tân)ball
(llosgbel) (fire (tân) opal), prismatic spray
(peledron yr enfys) (diamond), or wall of fire (tân)
(tânfur) (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 radiant (pelydrol)
damage.
As long as the helm has at least one ruby, you have resistance to
fire (tân) damage.
As long as the helm has at least one fire (tân) 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 fire (tân) damage. The flames last until you
use a bonus action to speak the command word again or until you drop or
stow the weapon.
Roll a d20 if you are wearing the helm and take fire (tân) damage as
a result of failing a saving throw against a spell. On a roll of 1, the
helm emits beams of light from its remaining gems. Each creature within
60 feet of the helm other than you llwyddo ar cais achub Chwimder DC 17
or be struck by a beam, taking radiant (pelydrol) damage equal to the
number of gems in the helm. The helm and its gems are then
destroyed.