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, -foot of iron, or any solid sheeting of lead or gold between the wearer and the creatures. 1⁄4
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.