Repair
Effect
This spell is similar to the 1st-level wizard spell mending. It will repair any one object, which has a maximum volume of 1 cubic foot per level of the spell caster. The spell will not, in and of itself, repair magical items which have lost their enchantments. However, the spell will repair magical items which have some damage but are still magical. For example, the spell will restore hit points to damaged magical plate armor and can repair damage to a rope of climbing which has not been completely severed. However, if the rope of climbing had been completely severed, the spell could only repair the rope and would not restore the lost magical properties.
Side/Secondary Effects
The reverse of the spell, Break, does 1 point of damage per level of the priest to any one item if the item has hit points, or forces the item to save with a base roll of 10 if the item does not have hit points. Magical items or items with a total volume of over 1 cubic foot per level of the spell caster are not affected by Break. Failure indicates that the item has broken into 1d8+2 pieces. In both cases, the priest must touch the item, requiring a successful attack roll against an unwilling recipient.
Material Components
A small piece of metal which is consumed when the spell is cast, and a Holy Symbol
Related School
Alteration
Effect Duration
Permanent
Effect Casting Time
1 round
Range
Touch
Level
1st-level Divine
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