Mending
- Tradition; Ability Rank: Universal; 0
- Availability: u.Spell List: All
- Complexity: Complex
- Cost: 0
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- Use Time : 3 actions / ◈◈◈ to start
- Components: Verbal, Somatic
- Display: None
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- Range: Touch
- Target: Object (or creature) touched
- Duration: 1 minute
- Saving Throw: None
When you cast this spell, you concentrate on it for it's full duration. At the end of the spell's duration, the magic activates and you repair a single fault in an item. The fault can be anything, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage and recovering 1d4 HP or a.HP.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect non-construct creatures, On Construct creatures, this spell heals like
Cure Minor Wounds, only it heals a number of hit points equal to 1d4 + your spellcasting modifier + the creature's Con modifier, instead of 1.
You accelerate the natural healing process, helping any sort of creature recover from their wounds. A creature you touch regains a number of hit points equal to 1 + your spellcasting modifier + the creature’s constitution modifier, expending a Hit Die from you or them in the process. If the target does not have any Hit Die remaining, this spell has no effect. This spell also has no effect on creatures with the Dying condition.
The duress of fighting makes concentrating on this spell difficult, preventing its use in combat. Combat Initiative interrupts the casting of this spell.
Augmentation + other notes |
None