Finished reading Calebais, cool stuff, I remember reading the 2nd ed. version awhile back. In it though was a magic item or two that were being permanently repaired through magic (one of its invested powers). Basically a CrTe 10 on a shield, with 2 uses a day and an environmental trigger (Sun). It would repair any damage or rust it sustained. I was just curious how that worked? Would it have a cap for example? It heals some major damage one day, but since a CrTe Ritual wasn't performed, the damage is basically magically suppressed perpetually. If it takes more damage, will the enchantment be enough to heal it as well, basically healing 2+ wounds now? This leads to the next question, making an item that heals the user permanently without (extra) Vis. Make a ring for example (which is ideal for perpetual effects) that heals wounds at Sun, like in the example above. Is the person basically going to be healed every day no matter how wounded he is? Granted there are drawbacks of course. Those wounds will never permanently heal as long as they're being magically suppressed. If the ring is taken off or fails (enters into a place of Divine power that shuts it down, Wind of Mundane Silence etc), the wounds would appear and quite possibly kill the person. It's also probably a major magical effect, so it is likely to Warp the wearer over time. If such an item were used though, what limits should be on it? Can it only heal a certain amount of each type of wound? Does it eventually fail? What would be the required lab total do you think?
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