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Mending

The caster can repair damaged objects, generally of a simple and mundane nature. The reverse spell, tear, can cause minor defects and offers a Fort save to the affected object.   Save: None

Effect

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1) corruption; (2+) misfire.
2 - 11 Lost. Failure.
12 - 13 The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for 24 hours. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow.
14 - 17 The caster repairs a minor defect in a simple object of non-magical, non-living nature. The repair lasts for one week. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow.
18 - 19 The caster permanently repairs a minor defect in a simple object of non-magical, non-living nature. The defect to be repaired must be of a single material, be no more than 1 cubic foot in volume, and contain no moving parts or complex mechanisms. Once repaired, the object is as good as new. Examples: mend a torn shirt, repair a dent in a helmet, connect the two halves of a broken sword, or restring a broken bow. There is a 50% chance that the repaired object is actually substituted for a similar whole object. For example, instead of mending a torn tunic, an intact but different tunic appears. Somewhere, someone’s intact tunic was replaced by a torn one!
20 - 23 The caster permanently repairs one normal, complex object with moving parts and multiple elements. For example, he could repair a crossbow or a lock. The size of the object can be up to the caster’s weight or volume. There is no chance of substitution.
24 - 27 The caster permanently repairs a large, complex object of mundane origin, with moving parts and multiple elements, at a range of up to 100’. For example, he could restore a crumbled statue to its original form or rebuild a collapsed wagon. The object can have a weight or volume up to four times the caster’s own.
28 - 29 The caster permanently repairs a very large, complex object of mundane origin, even if it has moving parts and multiple elements, at a range of up to 100’. For example, he could reform the broken battlements of a tower with this spell. Larger objects take longer to mend, typically requiring concentration of one round per ton of weight.
30 - 31 The caster repairs very large objects of great complexity at a range of 100’, even if they are magical in nature. Note that the specific object in question may require additional components beyond the scope of the normal casting of this spell. For example, a chinked magic sword could be mended normally, but mending a broken wizard’s staff may require the same elemental energies that were present when it was created.
32+ The caster repairs very large objects, even if they are complex or magical in nature, at a range of 100’. Optionally, the caster can cast this spell on a living creature to mend its wounds. Casting this spell on a living creature heals one debility per casting (e.g., blindness, deafness, a severed limb, etc.) or the equivalent of 2d6 hit points of damage.

Side/Secondary Effects

Corruption 

Always minor.  

Misfire

Roll 1d6: (1) caster’s clothes unravel and fall into a pile of threads at his feet; (2) all straps, laces, buckles, and fasteners within 20’ of caster come undone, causing pants to fall off, shields to fall to the ground, sacks to spill their contents, boots to come unlaced, backpacks to slip from shoulders, etc.; (3) deep gouts of rust appear on all metal weapons within 10’, imposing a permanent -1 penalty to damage; (4) a greenish patina tarnishes all precious metals on the caster’s person, reducing their value (and making their metal content suspect) until they are polished; (5) the most complicated mechanical object within 20’ (probably a crossbow but review character sheets to be sure) breaks in a manner that is very difficult to repair; (6) caster suffers a minor but aggravating wound, such as a stubbed toe or bad hangnail, which causes no damage but inflicts a -1 penalty to all rolls for 10 minutes.

Manifestation

Roll 1d4: (1) object glows; (2) object disappears then reappears mended; (3) swarm of tiny gnomes crawl out from under nooks and crannies to repair object with hammer and anvil, then they run away; (4) object melts and then reforms mended.
Related Discipline
Arcane
Effect Duration
Varies
Effect Casting Time
1 Round
Range
5'
Level
1

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