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This sturdy metal helmet appears to be a normal piece of headgear, although it radiates magic if detect magic is used. The wearer of a helm of telepathy is able to determine the thoughts of creatures within a 60 feet range. There are two limitations to this power-the wearer must know the language used by such creatures (the racial tongue is used in thoughts in preference to Common); and there cannot be more than 3' of solid stone,  14-foot of iron, or any solid sheeting of lead or gold between the wearer and the creatures.

The thought pickup is directional. Conscious effort must be made to pick up thoughts. The wearer can communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that the creature receives the emotional message of the wearer.

If the wearer of the helm wants to implant a suggestion (see the 3rd-level wizard spell of that name in the Player's Handbook), he can attempt to do so as follows: The creature receiving the suggestion gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.

In Ravenloft: Undead with a low Intelligence or better can deliberately project thoughts, which a mind reading character can detect. Usually, the creatures send false, reassuring messages. Undead cannot project thoughts when surprised or caught unawares.

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