Hydra Helm
This bizarre helm is constructed from two reinforced hydra skulls fused at the base, their twin necks rising over the wearer's shoulders and curving forward so that the empty-socketed hydra heads flank the wearer's own. The cured hide between the skulls is scaled, faintly damp, and surprisingly cool. When the helm is activated, ghostly green flames flicker behind the empty eye-sockets of both hydra heads, and the air around the wearer hums with arcane resonance.
While wearing the helm, you gain a +1 bonus to all spell attack rolls and spell DCs.
Once per long rest, std action, concentration; you may activate Triple Cast. Choose three spells from your known/prepared spells, each of which you have available to cast. As a single standard action, you cast all three spells simultaneously, with the following rules:
- Each spell uses its normal targeting rules; you choose targets independently for each spell.
- Each spell expends its normal cost (recharge, rest, prepared slot, etc.) as if cast separately.
- All three spells take effect at the same instant. Targets affected by multiple of the spells resolve all effects on themselves before any of the spells' ongoing effects begin counting down.
- If any of the three spells require concentration, only one of them can be maintained; the other concentration effects expire at the end of your next turn unless you choose otherwise at the moment of casting.
- Two of the three castings are channeled through the hydra heads, freeing your hands and voice; you do not need to provide somatic or verbal components for those two spells.
The helm cannot Triple Cast spells of greater than rank 6.
Some hydra helms develop a personality over years of use, with the two skulls bickering quietly between the wearer's ears about which spells should be chosen. This is generally considered a mark of quality.