Rod of Repairs: Difference between revisions
No edit summary |
No edit summary |
||
Line 50: | Line 50: | ||
| Item-Abilities| Speaking the command word and touching the rod to a damaged item causes the Make Whole spell to activate, as part of a ten-minute repair ritual. This spell functions as the [[Mending (Sorcerer/Wizard Spell)|Mending]] spell, except that it can also repair damaged or [[broken]] magic items or [[construct]]s. The ''make whole'' spell repairs 1d4 points of [[Siege Damage]] on the target object or construct per casting, up to its maximum [[Durability]]. If more than 10% of the object is missing, the spell will only restore 1 point of [[Siege Damage]] to the object or construct per casting, up to its maximum [[Durability]]. | | Item-Abilities| Speaking the command word and touching the rod to a damaged item causes the Make Whole spell to activate, as part of a ten-minute repair ritual. This spell functions as the [[Mending (Sorcerer/Wizard Spell)|Mending]] spell, except that it can also repair damaged or [[broken]] magic items or [[construct]]s. The ''make whole'' spell repairs 1d4 points of [[Siege Damage]] on the target object or construct per casting, up to its maximum [[Durability]]. If more than 10% of the object is missing, the spell will only restore 1 point of [[Siege Damage]] to the object or construct per casting, up to its maximum [[Durability]]. | ||
This rod cannot restore charges to charged items (such as other [[Magic Rods]]) or regenerate/refill single-use items (such as [[ | This rod cannot restore charges to charged items (such as other [[Magic Rods]]) or regenerate/refill single-use items (such as [[Magic Potions]] and [[Magic Scrolls]]). When ''Make Whole'' is used on a construct, the spell bypasses any immunity to magic the construct might possess, as if the spell did not allow [[Spell Resistance]]. | ||
''Make Whole'' cannot restore [[Durability]] to damaged fortifications or vehicles. That requires the [[Make Whole, Greater (Sorcerer/Wizard Spell)|Greater Make Whole]] spell. | ''Make Whole'' cannot restore [[Durability]] to damaged fortifications or vehicles. That requires the [[Make Whole, Greater (Sorcerer/Wizard Spell)|Greater Make Whole]] spell. |
Latest revision as of 02:52, 2 February 2021
Rod of Repairs
- Cost: 4,500 gp
- Weight: 4 lbs.
This rod is made of blonde wood, with inlaid metal in the shape of small hand tools such as hammers, marking awls, saws, etc. It is square and heavy, capped with a large set of prying claws on one end and a clasping wrench to turn fasteners on the other. It is otherwise unremarkable.
Wielders of this rod can utter a command word as part of a ten minute Ritual casting to cast a Make Whole spell, using up one charge from the rod.
This rod cannot restore charges to charged items (such as other Magic Rods) or regenerate/refill single-use items (such as Magic Potions and Magic Scrolls). When Make Whole is used on a construct, the spell bypasses any immunity to magic the construct might possess, as if the spell did not allow Spell Resistance.
Make Whole cannot restore Durability to damaged fortifications or vehicles. That requires the Greater Make Whole spell.
You can purchase this rod at a higher creator level than the minimum required to cast the spell. Doing so increases the potency of the spell as described above, but also increases the cost, as follows:
Creator Level | Cost | Save DC | Damage Dealt |
---|---|---|---|
- | - | - | - |
- | - | - | - |
3 | 4,500 gp | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
Creator Level | Cost | Save DC | Damage Dealt |
---|---|---|---|
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
- | - | - | - |
This magic item does not require an attunement period, and grants its benefits immediately upon being worn or wielded.
- Creation: Creator (Feat), Bailiwick Check (DC 16 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 2,250 gp (minus cost of symbolic item).