<DIV>I used a "Cursed" Necklace tyhat granted increased MDV and immunities. The MDV boost could be made "compliant", because the target does always have the option of 0 MDV. The immunities did not turn off. The party HATED not being able to recieve ANY shamanic magics (the necklace was worn by EVERY member). The MDV was in general, so they struggled with the desire to put it on. It could only be removed in moonlight. (This also reminds me of a "Cursed" tent...)</DIV>
<DIV> That was just my little toy, though. An item responds however the maker choses. If it is ALWAYS interfering with magic, it might even block spells cast by the wearer. A follow-up question on this is: Does the MDV increase affect MDV limits?</DIV>
<DIV> <FONT color=#80c0ff>A natural magic material SHOULD be allowed to function as the possessor desires; stopping harm, but not interfering with healing. Since that is the "Natural order" of applying MDV, I would certainly allow that.</FONT><BR><BR><B><I>Alex Koponen <akoponen@MOSQUITONET.COM></I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #1010ff 2px solid">Does an item that grants an MDV bonus to its wearer grant the bonus such<BR>that the new, higher MDV responds as the wearer desires (stopping harmful<BR>spells and assisting helpful spells) or is the additional MDV always<BR>against any spell affecting its wearer, even healing and other helpful<BR>spells?<BR><BR>Perhaps it is on a case-by-case basis. Of course the Referee has the<BR>ultimate last word, but many Referees would like guidance for what should<BR>be the standard way MDV items work around helpful spells.<BR></BLOCKQUOTE>