nogoodscallywag
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Helm of Reclamation
Source Classic Treasures Revisited
Aura strong varied; CL 15th
Slot head; Price 80,000 gp; Weight 3 lbs.
DESCRIPTION
The helm of reclamation is designed to destroy large groups of undead or powerful individual undead creatures, and is often used by undead-hating clerics with a flair for the dramatic. The gems of this helm produce sunburst (10 yellow diamonds), searing light (30 bloodstones), and daylight (40 opals). Like a standard helm of brilliance, it glows near and harms undead, and has the flaming weapon ability, but does not protect against fire or risk detonation.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, daylight, detect undead, flame blade, searing light, sunburst; Cost 40,000 gp
nogoodscallywag
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The rules state:
"Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail."
While the description of the helm above doesn't give an AC bonus, I believe the prohibition on armor for wizards stems from the above line: objects which can impede the casting of spells via somatic or verbal components are not to be used. I don't think this means simply a prohibition on anything that gives an AC bonus.
The helm of reclamation says it's like the helm of brilliance:
"Description
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows..."
Unfortunately the description doesn't say if the helm if open-faced or not, which may impede verbal spells.
However, the catch is the helm is a wondrous item:
"Anyone can use a wondrous item (unless specified otherwise in the description)."
Does the wondrous item rule supersede the wizard rule for no armor?
| Gauss |
nogoodscallywag:
The 'rule' that states "Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail." is fluff. There is no rule that states a wizard cannot wear armor. Any wizard can wear armor (with or without the proper proficiencies). Prior to 3rd edition there was a rule that wizards could not wear armor.
Regarding the line of 'somatic or verbal components' can you provide a reference? I checked the CRB and that phrase only occurs twice. Neither case is in reference to armor check penalties.
The actual rule is Arcane spell failure. If the armor in question does not have an arcane spell failure percentage then it does not impact arcane spells cast with a somatic component and since helmets do not have an arcane spell failure % by themselves they do not impact spellcasting.
- Gauss