====== Repairing Weapons & Armor ====== Repairing weapons & armor takes one minute plus one minute per point per weapon, shield, or segment of armor. (//E.g.,// repairing leather armor for one arm would take 1 + 1 = 2 minutes. Repairing metal armor for both arms would wake 1 + 2(2) = 5 minutes.) Any character is assumed to be able to repair their own or anyone else's armor, but must have use of both arms to do so. Note that a weapon that has been damaged by a //shatter// spell may be repaired this way, and is functional again once repaired. Repairing magical weapons & armor: - The physical repair must be completed first, as described above. - To restore the magical protection of armor or a shield, a spellcaster who knows the spell must cast the //shield// spell on the armor or shield. (//E.g.,// a +2 shield would require two points of //shield// spell to fully restore.) - To restore the magical damaging ability of a weapon, a spellcaster who knows the spell must cast the appropriate spell on the weapon. Restoring generic magical damage ability requires the //missile// spell. Restoring magical damage of a particular type (lightning, acid, fire, or ice) requires the appropriate spell. Magical weapons & armor are powered by permanent enchantments. The spell reactivates the enchantment that is already built into the armor, so it is not limited by the spell's duration; once the enchantment is reactivated, it is once again permanent until it is again taken down in combat. (You can think of reactivating the enchantment like using a defibrillator on someone who has had a heart attack. Once their heart is restarted, it continues beating as before.) ----------------- Note that for safety reasons, any actual physical damage to boffer weapons used in game must be repaired before the weapon may be used again.