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Originally Posted by Whitewings
One thing you’re forgetting: most items are only useable by mages, and that includes healing items. Well... mages or in some cases physicians of exceptional or even extraordinary skill.
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Well, then it comes down to how common Magery is. Unless mages are extremely rare, I suspect the magic healer is still going to make more profit and impact by making healing wands.
Quote:
Originally Posted by Whitewings
As for Halt Aging, someone who wants to create such an item needs at least two exceptionally demanding skills at 15+, Enchant and Halt Aging, which is master level, and at least nine other skills (Scroll and the eight other healing spells) to a level of reasonable competence. Add to the that the need for a fairly rare aptitude (Magery 2) and you have a meaningful barrier to entry.
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If magic items are the primary means by which magic is done (as you stated in post #1), and most magic items were created by the end user (as you stated in post #23), this means most practicing mages have at least two exceptionally demanding skills at 15+ (Enchant and whatever spell(s) they primarily use), along with all the prerequisite spells (which needn't be at any level of competence, just whatever they get to by investing [1], unless your setting follows different rules than the default in this regard). So, the Magery 2 part of the character may be exceptional and rare amongst mages, but the rest is clearly the
norm for mages in your setting.