Power : The helm "tests" its wearer daily by making an attack at the start of the wearer’s turn, usually at a time when there are interesting options available to it. If it hits, the wearer is dominated by the helm until the end of the turn, which the helm uses to sow chaos as creatively as it can. If the helm misses with this attack, its concordance drops by one, so the owner can choose to allow it to hit.
Power : Gain +2 power bonus to your next attack roll this turn. If the attack hits, it deals an extra 2d10 psychic damage.