Bind Helms
(Alteration, Invocation)

Range:  10 feet per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  10 turns per maximum SR per helm (as per spellcaster)
Area of Effect:  One helm per five levels
Saving Throw:  None

This spell binds one spelljamming helm of any kind together with another helm in such a way that they work together on the same ship. This is quite a dangerous process as all helms have to make their saving throws versus magical fire if they are bound together in such a way. If even one fails, they all explode in a 100-foot radius per helm; anything within a distance of 50 feet per exploding helm is destroyed including characters unless they have magic resistance or a scarab of protection; in that case they automatically make their saving throws. Outside those 50 feet per exploding helm everything takes 10d20 per helm and they gain a saving throw versus spell; the damage dealt is fire damage; thus, it would be possible to further reduce the damage with fire resistance. If the spell works, all helms work at once on the same ship and each one can be manned. This allows for some incredible speed for these spelljamming ships or some quite astonishing sizes as all can pull their load of either 50 or 100 tons. This spell is needed for the creation of a Grand Helm as one that is used on a Quad of Thay.
The material components are the sacrifice of one person per helm to be linked to be linked per Rary's mindlink with each other (they can be resurrected afterwards) plus one diamond, ruby, sapphire, emerald, and topaz each no less than 10,000 gp worth per helm to be linked plus one chain of no less than one mile length made from mithril (thickness doesn't matter) of no less than 25,000 gp worth to be tied around the helms to be linked.

