Rod of Greater Repairs: Difference between revisions

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| Item-Abilities| Speaking the command word and touching the rod to a damaged item causes the Greater Make Whole spell to activate, as part of a ten-minute repair ritual. Each casting of the spell repairs 1d8+1 points of [[Siege Damage]] to a single target object, construct, vehicle, or 10-cubic-foot section of a fortification, up to its maximum [[Durability]].  Greater Make Whole can affect objects regardless of whether they are damaged or [[broken]].  If more than 50% 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 Greater Make Whole spell to activate, as part of a ten-minute repair ritual. Each casting of the spell repairs 1d8+1 points of [[Siege Damage]] to a single target object, construct, vehicle, or 10-cubic-foot section of a fortification, up to its maximum [[Durability]].  Greater Make Whole can affect objects regardless of whether they are damaged or [[broken]].  If more than 50% 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.


Greater Make Whole cannot restore charges to charged items (such as other [[Magic Rods]]) or regenerate/refill single-use items (such as [[potion]]s and [[Magic Scrolls]]). When Greater 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]].
Greater Make Whole 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 Greater 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]].


{{Rod-Costs|sp=4|max=7|dam=N|save=N}}
{{Rod-Costs|sp=4|max=7|dam=N|save=N}}

Latest revision as of 02:52, 2 February 2021

Rod of Greater Repairs

Rod of Greater Repairs

CL 7 Magic Rod • Weak Transmutation
Cost: 22,500 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 Greater Make Whole spell, using up one charge from the rod.

Speaking the command word and touching the rod to a damaged item causes the Greater Make Whole spell to activate, as part of a ten-minute repair ritual. Each casting of the spell repairs 1d8+1 points of Siege Damage to a single target object, construct, vehicle, or 10-cubic-foot section of a fortification, up to its maximum Durability. Greater Make Whole can affect objects regardless of whether they are damaged or broken. If more than 50% 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.

Greater Make Whole 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 Greater 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.

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
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7 22,500 gp  - -
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Creator Level Cost Save DC Damage Dealt
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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 24 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 11,250 gp (minus cost of symbolic item).