I wouldn't think that dispel magic would work for the standard holy symbol/magestaff spells.
dunno. that's up to Nicholas.
If so you could use dispel magic on all magic items as craig pointed out.
actually, that's the exact opposite of what i said.
permanent magic items (the ones created by the methods in Loot and CoM) aren't affected by Dispel Magic.
semi-permanent ones, like those created by these spells, ARE affected by Dispel Magic.
I am curious as well as to see what the new spells look like. I do see some abuse possibilities as you get magestaff, magebracers, mageunderwear, magesocks, etc. If anything they look like quite practical and imaginative magic items (nice for the cantrips on the robes) and see how they were 'built'.
i guess i should explicitly state it in the description, but you can only wear one set of wizard's robes at a time. wearing individual pieces of a set are treated the same as Armor by the Piece. the DB bonus is cumulative with other items (incl. real armor - so a fighter could wear an enchanted tabard over his plate armor) and spells etc, but is not cumulative with the Mage Armor spell (i.e. itself - you can't cast Mage Armor twice on yourself).
same with other spells embedded by Enchant Item. if the spell is normally cumulative with other spells/items then it is still cumulative in its embedded form. otherwise it isn't. e.g. Imbue Bonus isn't cumulative with itself (you can't cast multiple unscaled +5 Imbue Bonus spells to get +20, you have to cast a scaled up +20 Imbue Bonus) but it is cumulative with unrelated spells like Boost Strength.
also, the Enchant Item spell is mostly intended for Utility spells, but it can be used for Attack (incl. Elemental Attack) spells too. However, while Utility spells can be Constant or At Will, attack spells can't be. they can only be Daily....starting as Daily I, but with scaling options for more times per day.
The comment that piqued my curiosity is 'they may become unreliable or even stop working entirely in zones of low ambient mana.' It is mostly spell theory/interpretation. Do permanent items, or more specifically ones that have daily uses, recharge through ambient mana? If so low or no magic areas would limit or even prevent their use.
that was a way of differentiating the semi-permanent items made by these spells from "real" magic items made by the methods described in CoM & Loot. these semi-permanent items are useful, but they have some limitations and some drawbacks/vulnerabilities. they're also not worth as much as real permanent items. i.e. TANSTAAFL....second-rate magic items just aren't as good as first-rate ones.
of course, these spells are really only appropriate for high-magic campaigns. unless they are the closely guarded secret of a particular guild (fabulously wealthy from the sales of such items), their existence almost inevitably results in the proliferation of magic items for nearly every purpose.
Would high ambient mana areas, nodes, grant extra uses? Or do they charge themselves? Or as mentioned later, using fixed mana sources as batteries for them - that would be used up in the initial casting or perhaps need to be replaced later. Fascinating possiblilties.
yep, fascinating. and makes nodes quite valuable real estate. i think they have lots of possibilities - i'm already starting to think of an earthnode based postal network (for letters and parcels) run by the Courier's Guild...who are competing for access to earth-nodes with a Traveller's Guild (sort of similar to Navigators in Shadow World). in some places, it's outright warfare. in others they are forced by the local rulers to co-operate and grudgingly share access.
nodes are also in demand as sites for churches, temples, cathedrals etc, magic colleges, wizard's towers, alchemist laboratories, magic forges, rituals, and much more.