Repairing Millenium Tree Armor

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RockJock
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Repairing Millenium Tree Armor

Unread post by RockJock »

How would you go about repairing Millenium Tree Bark or Leaf armor? Are they considered "living" so a healing spell would work? Only fixable by a Tree? Some sort of heal plant? Any other thoughts?
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Re: Repairing Millenium Tree Armor

Unread post by eliakon »

They are definitely living since it says several times stuff like, that they are still living pieces of the tree, that they heal, and that if they die they disappear and the like. As such healing spells should heal them just fine. Any spell that heals MDC for living things generically or plants specifically should work on them unless it says it doesn't work on supernatural/CoM.
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Re: Repairing Millenium Tree Armor

Unread post by RockJock »

That was my general thought process as well.
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Re: Repairing Millenium Tree Armor

Unread post by Axelmania »

Healing spells should only work if they would normally work on plants.

Otherwise, I would use that repair MDC/armor spell (forget what it's called) or a Psi-Druid or a biomancer.
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Re: Repairing Millenium Tree Armor

Unread post by Nekira Sudacne »

I think the biomancer Heal Plants or a Psi-Druids Heal plant and animal life are the only things that come to mind.
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Re: Repairing Millenium Tree Armor

Unread post by Library Ogre »

I would allow healing to work on them so long as it did not exclude plants.
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Re: Repairing Millenium Tree Armor

Unread post by Ice Dragon »

Some Millenium items heal themself, but for other I would go to a Millenium Tree. I find the idea of using a healing spell charming :-) - as a GM, I would allow it.
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Re: Repairing Millenium Tree Armor

Unread post by Axelmania »

Allowing general healing spells to help plants risks taking the umph out of plant-healing spells... makes me want to go back and do some comparisons for cost/benefit.
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Re: Repairing Millenium Tree Armor

Unread post by eliakon »

Axelmania wrote:Allowing general healing spells to help plants risks taking the umph out of plant-healing spells... makes me want to go back and do some comparisons for cost/benefit.

The probem is that we have spells that say "only heals X"...
...and a lot of spells that just say "heals"
This tells us that they already inform us of restrictions of spells utility (not usable on Mega Damage Creatures, Only on plants, Only on self, etc) Thus claiming that there is another restriction (only works on animals) is unsupported by the book. Not to mention it makes the odd situation of making plant races unable to get magical healing as the majority of plant healing spells are restricted to specialist classes and/or do not work on intelligent plants...
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Re: Repairing Millenium Tree Armor

Unread post by Axelmania »

I guess the problem here is that bark isn't really a 'being'... but if we also let healing spells repair leather armor (animal flesh) I could see it as justified... I guess 'mend stone' should be able to repair some kinds of ceramics too.

Ah well the spell for healing MDC beings (things?) is more expensive than the basic SDC heal wounds so I guess it's not a huge deal. Does create more incentive for mages to use that kind of armor compared to stuff they can't spend PPE to repair.
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Re: Repairing Millenium Tree Armor

Unread post by eliakon »

Axelmania wrote:I guess the problem here is that bark isn't really a 'being'... but if we also let healing spells repair leather armor (animal flesh) I could see it as justified... I guess 'mend stone' should be able to repair some kinds of ceramics too.

If the leather armor is still alive then it should
Millennium Bark Armor is still alive after all...
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Re: Repairing Millenium Tree Armor

Unread post by Axelmania »

It is? Had forgotten about that... I guess Tarn's Leaf Armor must be as well... would it register as a supernatural being to a Psi-Stalker?
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