Helm
----

(He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant
One, the Great Guard, the God of Guardians)
Intermediate Power of Mechanus,  LN

PORTFOLIO:       Guardians, protectors, protection
ALIASES:         None
DOMAIN  NAME:    Mechanus/Everwatch
SUPERIOR:        None
ALLIES:          Term
FOES:            Bane (now  dead), Bhaal (now dead), Garagos, Mask,
                 Shar, Talos
SYMBOL:          An open, staring eye with a blue pupil and outline
                 painted on the back of a right-hand war gauntlet or the
                 palm of a left-hand war gauntlet
WOR. ALIGN.:     LG, NG, CG, LN, N, CN

Helm (HELM) is the epitome of the guardian, the watcher, the guard, and
has in years past been greatly venerated by those who need to remain
watchful for evil at their doorsteps,. He was one of a much more
powerful god, but has fallen upon hard times through two actions.
During the Time of Troubles, Helm was left with his powers and ordered
to hold the gates to the Outer Planes against the other powers of the
Realms when the other deities were stripped of their power and confined
to the surface of Abeir-Toril. Helm did so all too successfully, and
much of the resulting destruction and deific turmoil caused by the many
divine deaths of the Godswar is laid at his feet.

Helm remained strong in the South, but experienced a further setback
when his priests became deeply involved in an invasion of the True
World of Maztica. Their unflinching and often brutal actions counted
further against the god's reputation. Because of the inflexible and
cold reputation those actions gained him, Helm's star is fading at a
time when Term and Gond are attracting new followers.

Helm is difficult to understand and is often viewed as emotionless,
heartless, and devoted only to his duty or goal at the cost of all
mortal consideration. While he is devoted to the point of obsession,
he is not heartless, but merely a stern disciplinarian. He is fond of
children and has been known to be most uncharacteristically lenient
(for Helm) when dealing with small infractions by them or on their
behalf.

In attempting to comprehend Helm's driven nature, many mortal sages
have attempted to account for him throwing himself into his work by
blaming his behavior on a broken heart caused by long-unrequited or
spurned love. Others say he lost a great love to tragedy or eternally
grieves for a lost relative, such. as a brother, sister, ot child.
Still others account for his behavior more coldly as a burning ambition
to become the greatest of deities.  Helm has never given credence to
any of these theories, as he considers such speculations frivolous use
of time that could be spent more honestly at productive work.

Helms Avatar (Fighter 35, Cleric 23)

Since the Time of Troubles, Helm has been increasingly reluctant to
appear in Faerun in avatar form, typically doing so only when a senior
priest or temple is directly threatened and he is called upon. Helm
always appears as a giant man in full plate armor, his face concealed
by his helm. His height varies from one appearance to the next. He can
draw spells from any sphere.

AC -5; MV 15 or Fl 24; HP 222; THAC0 -10; #AT 5/2
Dmg 2d4+15 (bastard sword +3, +10 STR, +2 spec. bonus in melee weapons)
MR 65%; SZ H (anywhere from 14 to 20 feet)
STR 22, DEX 18, CON 21, INT 19, Wis 24, CHA 17
Spells P: 13/12/12/12/12/9/3
Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6

Special Att/Def: If the God of Guardians appears in a place too small
to permit his full height, only his upper torso appears, floating and
flying about at the given flying rate. Helm may use any sort of weapon
and is considered specialized in all forms of melee weapons; he has
most often been seen wielding a bastard sword +3 two-handed. He can
surround himself with a ring of floating shields that reflect back all
magic, psionic, breath weapon, and gaze attacks 100% at their sources
if he wishes, rather than cast a spell during a round. If a shield is
destroyed, it explodes into a 100-foot-long cone of cold 20 feet in
diameter directed at the being that destroyed it. This cone of cold
does 6d12 points of damage, These shields are AC 0, move at MV Fl 24
(A), and have 66 hp.

Helm can also unleash a 100-foot-long cone of cold 20 feet in diameter
that does 9d12 points of damage by raising the visor of his helm, or he
can choose instead to emit a dispel magic or disintegrate cone of
identical dimensions from his helm. Helm can see through all illusions,
see invisible creatures and items, and locate object at will. He cannot
he knocked down or overthrown; he stands firm against all known
explosions, forces, earthquakes, and eruptions. He is immune to spells,
spell-like abilities, and psionic abilities that charm, alter emotions,
or dominate the will.

Helm can awaken any or all beings who worship him whenever he is
present in Faerun. At his desire, all guardians and defenders who
worship him wake up and become alert. He banishes alt sleepiness,
weakness, nausea, or magics that place his guardians and defenders
under the influence of others (such as charm spells). These conditions
are ended, not merely suspended.

Other Manifestations

Helm often manifests as an upright, palm-out metal gauntlet making a
"stop" or warding gesture or a closed, watchful war helm. From such
images emanate heal or imbue with spell ability spells to aid or
empower guardians, defensive magical barriers, wardmist magics, fields
that reveal illusions and hidden or disguised attackers for what they
truly are, and beams that force out-of-phase, ethereal, astral, or
otherwise inaccessible beings fully into phase on the Prime Material
Plane on Faerun so they can be attacked by guardians. It is rare for
offensive spells to lash out from a manifestation of Helm, hut it has
occurred. Most often such spells come from the war helm apparition and
tend to be thin beams of lightning.

When Helm manifests, all guardians and defenders within 10 miles wake
up and become alert. He banishes all sleepiness, weakness, nausea, or
magics that place guardians and defenders under the influence of others
(such as charm spells). These conditions are ended, not merely
suspended while the power of Helm is present.

Helm also sometimes works through the presence or action of einheriar,
helmed horrors, spectators, maruts, watchghosts, and living steels. In
addition, Helm can choose to send vivid warnings in dreams, and if a
believer sleeps touching an unsheathed weapon, the visions imparted to
the believer by Helm can sometimes also be seen by the next being to
touch the weapon, regardless of how much time has passed. Weapons
consecrated to Helm can also thrum, sing, glow, dance, or vibrate in
warning when the god desires them to.

The Church

CLERGY:          Clerics, specialty priests, crusaders, monks, paladins
CLERGY'S ALIGN.: LG, LN, N
TURN UNDEAD:     C: Yes, SP: Yes, Cm: No, Mon; No, Pal: Yes
CMND.  UNDEAD:   C: No, SP: No, Cru: No, Mon; No, Pal: No

All clerics, specialty priests, crusaders, and monks of Helm receive
religion (Faerunian) as a bonus nonweapon proficiency.

Prior to the Time of Troubles, Helm was a well-respected faith in most
areas of the North. Its large temple complexes were usually situated
near dangerous and evil areas (such as Darkhold) and were regarded as a
first line of defense against evil people and creatures. Wracked by
defections in the wake of the Time of Troubles, active persecution in
the North by those angry that Helm forced the destructive divine
avatars to remain in Faerun, and military and popularity losses related
to the invasion of the True World (Maztica), the Vigilant or Watchful
Ones (priests of Helm) have been in decline. They have only recently
begun to recover popular favor and influence, strength, and
organization under the unflinching, no-excuses leadership of the
veteran priests of Helm from before the Time of Troubles known as the
Tested and True. Most of these folk are people of inflexible beliefs
and loyalty. They believe that Helm is the most favored of all the
powers, for he was chosen to retain his powers to discipline the
others.

Fighting their way back from a reputation that brands many dead magic
areas "the Legacy of Helm," the Tested and the True are having a tough
time, but one which their strong discipline and the almost military
hierarchy of the church of Helm are well suited to handle. All know
their position by their rank within the church of Helm, and Helm
himself sets the goals for his high priests and priestesses,
determining what temples, abbeys, and shrines are to cooperate with
each other in which ongoing efforts.

Titles used by the clergy of Helm are (in ascending order of ranks:
Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High
have been adopted only since the Time of Troubles, and members of the
Tested and True and Watchers  (specialty priests, derisively known as
"Godseyes") have been allowed to retain any older, personal, or variant
titles. Clergy who lead or occupy an important office in a temple,
abbey, or monastery may also bear additional titles pertaining to their
duties.

Dogma: "He also serves who stands and waits and watches carefully" and
"Careful planning always defeats rushed actions in the end" are popular
sayings of Helm's faithful. Novices of Helm are charged to be vigilant
and to he fair and diligent in the conduct of their orders. They must
protect the weak, the unpopular, the injured, and the young and not
sacrifice them for others. They must anticipate attacks and he ready,
know their foes, and care carefully for their weapons so that their
weapons" can perform their duties properly when called upon.

"Never betray your trust" is the guiding phrase for faithful of Helm.
This philosophy extends to thinking about how best to guard and
protect, both in terms of weapons and the deployment of guardians, and
to anticipating what attacks may come and having a practiced plan ready
to deal with such threats. The faithful and the priests of Helm train
and exercise so as to always be able to carry out their duties as best
they can.

Helmites always obey orders, provided those orders follow the dictates
of Helm. Helm's wishes are often revealed to his faithful in response
to on-the-spot prayer (often via an omen spell). He is very responsive
in sending guiding vision, especially when his faithful face
conflicting orders or directives, even from his senior clergy. The
thought of commanding undead rather than turning them or destroying
them is abhorrent to Helm, and so his clergy are not allowed to do so
and would never dream of trying. This difference in philosophy is a
major factor in the rivalry between his church and that of Torm.

Day-to-Day Activities: Helmite clergy believe they can win back the
rightful power of Helm only through demonstrated excellence of
vigilance and purity of loyalty in their roles as guardians and
protectors. They have set about trying to train bodyguards everywhere
and spreading the word that only Helm-tested worshipers of the God of
Guardians are truly worthy and reliable to their masters.

Holy Days/Important Ceremonies: The Helmite faith always holds a
Ceremony of Honor to Helm on each Shieldmeet, but its members observe
no other calendar-related rituals to the God of Guardians.

On a daily basis, worshipers of Helm should always pray to the Vigilant
One upon awakening and before composing themselves for slumber. A
faithful worshiper who poses a question to the god typically receives
some sort of (often cryptic) guidance in dream visions. Helm may also
grace a nonbeliever who is growing interested in his faith with such
visions.

The most holy major Helmite ceremonies are the Consecration of a
Postulant, which is the dedication of a being seeking to be confirmed
as one of the clergy of the church of Helm, and the Consecration of a
Glymtul, which is a dedication of a special item to Helms service
(glymtul is an ancient word for "favored thing"). Other ceremonies of
note are the Purification and the Holy Vigil. The Purification is a
renewal of faith undergone by beings returning to the faith or atoning
for a shortcoming in vigilance, loyalty, or worship. The Holy Vigil
ceremony marks the ascension of a priest to a higher rank. It is a
night-long ceremony of concentration in which a priest, by willpower
alone, keeps his or her weapon floating in midair. The weapon is
enspelled by a senior priest through ritual magic to levitate, and the
vigilance of the priest observing the ritual keeps it hovering.

Major Centers of Worship: The most prominent center of Helm's faith is
the Noble Hand in Tsurlagol. The Noble Hand is both a temple and a
training school for professional guards. It flourishes under High
Watchful Weaponmaster Ellym "Catsjaw" Thourin, a retired adventurer of
some reputation. Helm's worship is also still very strong in the Vilhon
Reach and also in the South. The Temple of the Vigilant Guard in Iljak,
led by Battle Marshal Senior Steeleye Tonorak Winthrax, is a bastion of
the Helmite faith in the Vilhon Reach.

Affiliated Orders: The members of the Companions of the One True
Vision, an order of Helmite clerics, fighters, and crusaders, were
known for being unswervingly loyal shock troops able to follow orders
asking them to engage the most difficult objectives without breaking
and hold the most trying positions against overwhelming odds. Recently,
however, members of this order, many of whom served in the Helmite
actions in Maztica, have taken a beating in popular reputation. Other
affiliated Helmite orders include a small fellowship of battlefield
healers known as the Watchers Over the Fallen, a group of dedicated
bodyguards whom Helmite temples hire out to others to generate revenue
called the Everwatch Knights, and an order of paladins called the
Vigilant Eyes of the God.

Priestly Vestments: Priests of Helm wear spotless, shining, (often
everbright-enchanted), unblemished full plate armor with open-faced
helms (a visor reduces vision). Often the helms are topped with plumes.
Such armor may be accessorized with red cloaks and tabards of steel
gray, and Such garments-or the armor itself - may be adorned with the
Unsleeping Eye in the center of both back and breast. In southern
regions, Helmite clergy members often wear the finest full plate armor
set with gems and worked with gold filigree in designs that accentuate
great golden eyes set in the centers of their chests (on the
breastplates) and hacks. In areas where heavily armored clerics are
frowned on, the armor is reduced to a set of heavy shoulder plates, but
the helm remains in any case.

Adventuring Garb: Because of the useful nature of the ceremonial gear
of the priests of Helm, it is worn in the field as well as for
ceremonial purposes, unless it is decorated with such costly materials
that the priest fears it will attract thieves, in which case a more
utilitarian version of the same full plate armor is worn. In either
case, the armor is dominated by i he symbol of Helm's eye on the chest,
often shown in a sunburst or as the topmost level of a stepped pyramid.

Specialty Priests (Watchers)

REQUIREMENTS:    Strength 14, Wisdom 13
PRIME REQ.:      Strength, Wisdom
ALIGNMENT:       LN
WEAPONS:         All bludgeoning (wholly Type B) weapons
ARMOR:           All armor types up to and including full plate armor
                 and shield
MAJOR  SPHERES:  All, astral, combat, divination, guardian, protection,
                 sun, wards
MINOR  SPHERES:  Creation, elemental, healing, war
MAGICAL  ITEMS:  Same as clerics, plus the use of crystal bails as wizards
REQ. PROFS:      None
BONDS  PROFS:    Blind-fighting, etiquette

* The ceremonial vestment of a watcher is a suit of full plate armor
  and a shield. Watchers receive a suit of full plate armor, an
  open-faced great helm, and a medium shield for free at 1st level.
  Watchers must wear their full plate armor or no armor at all except
  in emergencies or when specially sanctioned by a senior clergy member
  or high priest.  Wearing other armor is not forbidden but is
  sanctioned by severe disapproval in the ranks of the church for minor
  infringements. (Violators are assigned boring or unpleasant duties.)
  Repeated violations arc frowned on by Helm himself, who then imposes
  a -50% experience point penalty to alt activities a watcher
  undertakes in other armor and refuses to grant new spells to the
  offending watcher until she or he atones and behaves properly.
  Therefore, if anything happens to the full plate armor of a watcher,
  she or he must make every effort to acquire a new set or wear no
  armor at all unless in the most dire circumstances (such as where
  lack of armor would result in them failing at their trust) or on a
  holy mission for their church.

* Watchers gain an advantage against being surprised. A watcher gets a
  +2 bonus on his or her surprise roll. If accompanied by others who
  are not watchers, this is reduced to a +1. This benefit is not
  cumulative with other advantages to surprise, but it may be affected
  by penalties.  For instance, a lone, unarmored elf thief trying to
  sneak up on a watcher would still cause the watcher to subtract 4
  from his or her surprise roll, hut this is cumulative with the
  watcher's +2 bonus.

* Watchers may create a short-term glyph of warding (as the 3rd-level
  priest spell) once a day that lasts only one day per level. Watchers
  may choose the effects of these glyphs from those spells they would
  be capable of casting at their current level, regardless of the
  sphere of the spell involved. This allows them to create glyphs based
  on any spell not specific to a particular church or group that a
  priest of their level could cast.

* At 3rd level, watchers are able to cast sentry of Helm (as the
  1st-level priest spell) or wyvern watch (as the second-level priest
  spell) once a day.

* At 5th level, watchers are able to cast mace of Odo or exaltation (as
  the 3rd-level priest spells) once a day.

* At 7th level, watchers are able to cast seeking sword (as the
  4th-level priest spell) once a day.

* At 7th level, watchers can make three melee attacks every two rounds.

* At 10th level, watchers are able summon spectator (as the 5th-level
  priest spell) once a tenday.

* At 13th level, watchers can make two melee attacks per round.

Helmite Spells

1-st Level

Sentry of Helm (Conjuration/Summoning)

Sphere:          Guardian, Travelers
Range:           0
Components:      V, S, M
Duration:        8 hours or until triggered
Casting Time:    1 hour
Area of Effect:  1 20-foot-diameter sphere
Saving Throw:    None

This spelt was created by the priests ot Helm to aid in guard duty
while most members of a group of travelers in the wild lire sleeping.
Like the 1st-level wizard spell unseen servant, this spell creates an
invisible, mindless, and shapeless force. This force cannot fight and,
unlike an unseen servant, it cannot affect its physical surrounding
except as indicated below.

The priest casts this spell by walking the perimeter of the area of
effect sprinkling pinches of sand every few feet and then returning to
the center of the area ot effect. Once the spellcasting is completed,
the shadowy sentry stands guard in the center of the area of effect
arid the caster immediately falls asleep.

If any visible object over 1 foot in length, width, or height which was
not present during the casting of the spelt enters the area of effect
while the spell is in operation or if the spell is about to end, the
shadowy force silently shakes the caster awake. When the caster awakes,
the priest is wide awake and aware that something has triggered the
sentry or that the spell has ended. The spell then immediately expires.

A visible object must be an object that a guard could have perceived
with normal vision if she or he had been awake and on guard duty.
Visible objects cannot be invisible, hiding in shadows, or hidden
behind walls, trees, or earth.

If this spell is cast by a priest of 5th level or higher, the sentry of
Helm also has 60-foot infravision in addition to normal sight, and what
is visible to it includes beings seen with that faculty.

The material component of this spell is the priest's holy symbol and a
small bag of fine sand.

3rd Level

Exaltation (Abjuration, Conjuration/Summoning)

Sphere:          Combat,  Healing
Range:           Touch
Components:      V, S, M
Duration:        1 round/level
Casting Time:    1 round
Area of Effect:  One  creature
Saving Throw:    Special

This spell enables a priest to aid and protect any one other being. The
priest cannot cast this spell upon himself or herself. By touch, the
caster removes the effects of fear, sleep, feeblemindedness, hunger,
pain, nausea, unconsciousness, intoxication, and insanity from the
spell recipient (who may be of any alignment or faith). The recipient
is protected against spells and other attacks that cause these effects
for the duration of the spell. Such effects are negated, not postponed
until the spell expires.

When this spell is cast on a being of a different alignment and faith
than the caster, the recipient must make a saving throw vs. spell even
if willing to have the spell cast on him or her. If the saving throw is
successful, the spell is lost and has no effect.

If the spell recipient is of the same alignment as the priest but of a
different faith, the saving throw is at a -4 penalty. If the spell is
successful, the exalted recipient receives a +1 morale bonus to any
morale checks and +1 reaction adjustment for surprise checks for the
spell duration.

If the spell recipient worships the same deity as the caster but is of
another alignment, the saving throw is at a -6 penalty. A successfully
exalted recipient gets a +1 morale bonus to any morale checks for the
spell duration.

A recipient of the same faith and alignment as the caster need make no
saving throw, gets a +2 morale bonus to any morale checks for the spell
duration, and-if the caster desires-radiates a white, blue-white, or
amber radiance for the duration of the spelt. If the radiance is
desired, ir is evoked immediately and cannot be ended before the spell
expires.

The material components for this spell are a flask of holy water and a
powdered sapphire or diamond of at least 1,000 gp value.

Forceward (Abjuration)

Sphere:          Wards
Range:           0
Components:      V, S, M
Duration:        1 round/level
Casting Time;    1 round
Area of Effect:  Sphere of 10-foot-radius/level
Saving Throw:    Special

This spell creates a spherical area of protection. The air within glows
faintly. This radiance is barely visible in full sunlight, but the area
is clearly lit in darkness. When forceward is cast, all creatures
except those touched or named by the priest in the spellcasting must
make a saving throw vs.  spell or he forced away from the caster for 10
feet per level of the caster, withdrawing immediately. This forceward
is then fixed at a location centered on the where the easier was when
the spell w;is completed; it does not move with the caster.

Warded creatures must remain outside the protected area for the spell
duration unless they make a successful saving throw vs. spell at a -3
penally to break into the warded area. Creatures attempting to break in
are allowed one such saving throw per round. Any creature breaking
through the forceward may move and act freely within its confines, hut
cannot confer freedom from the forceward to others, even by attempting
to drag them along.

Any creature may freely leave tin" warded area but must successfully
make a saving throw vs. spell (with the -3 penalty) to reenter, even il
originally designated as protected when the spell was cast or if
successful earlier in breaching the forceward. Missiles and spells may
be launched freely info and out of the warded area.

The forceward ends instantly il the casting priest leaves its confines,
is slain or rendered unconscious, or wills the ward out of existence.
The caster may engage in spellcasting without affecting the forceward;
continuous concentration is not required to maintain it. A successful
dispel magic spell destroys a forceward instantly.

The material components are a string of gems, rock crystals, or glass
heads, plus the caster's holy symbol.

Mace of Odo       (Evocation)

Sphere:          Combat
Range:           0
Components:      V, S, M
Duration:        Until it successfully strikes or 4 rounds, whichever
                 comes first
Casting Time:    1 round
Area of Effect:  One  magical macelike construct
Saving Throw:    Special

This spell enables a priest to create a magical mace in his or her
hand. A mace of Odd is actually a mace-shaped construct offeree. It is
translucent, but glows bright white. Its radiance equal in effect to a
light spell, though it cannot be extinguished by darkness spells. The
mace of Odo can be wielded immediately when casting is complete, or it
can he held for up to three rounds. All spells cast directly at the
bearer of a mace of Odo are absorbed harmlessly by the mace;
area-of-effect spells are not affected by the mace.

A mace of Odo strikes at a +5 bonus to attack rolls and does 3d6 points
of damage to most creatures; it docs 4d6 points of damage to undead
creatures.  Creatures of 2 HD or less suffer only 1 point of damage
when struck by a mace of Odo but must make a successful saving throws
vs. paralyzation or be paralyzed for 1d4+1 turns. Whenever a mace of
Odo successfully strikes or four rounds after the round of its casting
(whichever comes first), the mace vanishes instantly in a burst of
white radiance equal to a continual light spell.

The material components for this spell are a stone, a piece of wood,
and two drops of holy water.

4th Level

Seeking Sword (Evocation)

Sphere:         Combat
Range:          30 yards
Components:     V, S, M
Duration:       2 rounds/level
Casting Time:   7
Area of Effect: One  magical swordlike construct
Saving Throw:   None

This spell brings into being a shimmering blade of force that appears
as a sword of any description the caster desires, typically a broad
sword. The sword forms in midair and is animated by the will of the
caster (who need never touch it), flashing about as it attacks. The
blade is silent and moves at MV FL 96 (A), although it cannot move
beyond spell range from the caster. The blade can strike four times per
round, doing 2d4 points of damage with each successful hit.

Although it has no attack bonuses, a .seeking sword is considered a +4
magical weapon for determining what sorts of beings it can strike. It
can strike nonliving objects and can be wielded dexterously enough to
lift latches, slide bolts open or shut, turn pages of books, and so on.
The caster may freely move (he sword from target to target unless
physical or magical harriers (such as a wall of force) are in the way,
but the caster must concentrate on the blade to maintain its existence
and direct it. Other spellcasting is impossible while maintaining the
spell, though the caster may move at half his or her normal movement
rate per round while doing so.

A seeking sword moves with Strength enough to parry and hold hack
another blade wielded by a strong human or humanoid. It can he used to
shatter glass objects, spike open doors, puncture sacks, or search for
unseen opponents by sweeping through apparently empty spaces or across
windowsills and thresholds.

The material components for this spell are a drop of mercy human hair.

5th  Level

Summon Spectator (Conjuration/Summoning)!

Sphere:          Summoning, Protection
Range:           70 yards
Components:      V, S, M
Duration:        Special
Casting Time:    1 round
Area of Effect:  Special
Saving Throw:    None

The annals of the church of Helm relate that in ancient times Helm, He
of the Unsleeping Eyes, created the ultimate guardian to assist his
necessarily fallible human followers. This creature, known as a
spectator, appeared as a large orb dominated by an unblinking central
eye with four stalks sprouting from the top of the orb to watch in each
of the cardinal directions. In a dark time in the church's distant
history, the forces of evil gained the upper hand for a while. During
this bleak period, various gods of evil corrupted Helm's creations into
the horrors known as beholders and their kin. Priests of Bane claim
this is so much hogwash; they believe that the Black Lord created the
eye tyrants as the ultimate rulers, and spectators are Helm's poor
attempt at copying Bane's magnificent creation. The truth is unknown,
although priests of Helm are known to destroy beholders and their kin
wherever possible, and the remaining priests of Bane (and Xvim) return
the favor to spectators whenever possible.

This spell enables priests of Helm to summon nearly infallible
guardians to assist in their ordained tasks. Summon spectator summons
one of Helm's spectator servitors from Mechanus to the Prime Material
Plane to serve for up to 101 years in a specified task. (Spectators are
detailed under the Beholder and Beholder-kin entry in the MONSTROUS
MANUAL tome.) The task must involve the guarding of some location or
inanimate physical object, such as a portal, shrine, or a holy relic.
(The scope of things a spectator summoned by summon spectator will
guard is broader than what one summoned by the particular variant of
the 7th-level wizard spell monster summoning V that normally summons
spectators will guard.) It allows no one except the one who summoned it
or another priest of Helm to enter the location it is guarding or to
use, borrow, or examine an item or treasure it watches over. It is not
gullible and can fairly easily detect false claims to membership in
Helm's priesthood by questioning such claimants telepathically about
details of the church's rituals and beliefs.

A summoned spectator does not abandon its post unless slain or blinded
in all five eyes, in which case it automatically returns to Helm's
tower in Mechanus.  Its eyes regenerate in 24 hours, after which time
it returns to its post. If the object is gone or the location breached
when it returns (it can automatically tell), it again leaves for
Mechanus, never to return.

The material components for this spell are the priest's holy symbol and
a steel gauntlet blessed in the name of Helm; the latter is consumed in
the casting.

