| Post/Author/DateTime | Post |
|---|---|
| Harmor06-21-04, 06:03 AM | Can you use the 0th spell Mending to repair damage to a tower shield affected by Fireball? http://www.systemreferencedocuments.org/35/theraven_stephenh/spells/Mending.html Mending Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. <---------------(Shield weighs 45 lbs.) Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). If you read the spell Make Whole...an improved version of Mending: http://www.systemreferencedocuments.org/35/theraven_stephenh/spells/Make_Whole.html Make Whole Transmutation Level: Clr 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 10 cu. ft./ level This spell functions like Mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs). From the two spell descriptions why would the 0th level spell repair an item and the 2nd level improved version won't "repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized", which would be what would happen if the shield was hit by say a Fireball (burned). 1. Also how many HP does the spell Mending repair? 2. Can the Mending spell repair 10 hp of damage done by a Fireball 3. If so how many casts? I'm confused. |
| glenw7706-21-04, 08:38 AM | Hard Core Rule answer (not knowing any sage advices on the topic) I would vote no. But.... I would allow it as follows. It looks like the shield goes beyond the weight limit, but by listing a chain link, they imply that parts are ok, so if you could break the broken shield into 1 lb parts you might have a viable option. Some DMs might let you get away with this: It would take longer than it might take to repair it normally, but you could take a 1lb burned board and cut out a bit of the burned wood out and then cast mending on the open spot. Theoretically, this would repair the whole to a like new condition. This would only work if mending does not in fact restore the item to the point right before the incident. Similarly, you could "nick" out the burned wood and cast it. Now, when my players try "powerstreching" spells I decide on how balanced it is and if I think it is reasonable I let them roll a Spellcraft check to try to alter the spell a little bit. The most common one I let them do is cast a spell limited to items and mass to a subsection of said object. For instace, can you cast invisibility on a door handle? The handle is well within the limitations of the invisibility but it is attached to a door wich in turn is attached to a wall. Which is part of a building which is well beyond the capabilities of invisibility. So I make the player roll spellcraft to have the spell localize the spell to the handle. So I might allow you to make spellcraft checks to repair the shield without taking it apart. Since the spell is a cantrip I would say that it repairs 1 hp of damage. Thus 10 casting would be required. I might make a player do 15 given that he is chipping away at the burned pieces of the shield and thus causing a little more damage to it in the proccess. Any image or detail on the shield would have to be redone in my opinion though. Oh, and Thanks for posting the spells, I hate it when people ask questions about spells and do not bother to post them. Its simple and helpful. I think there are some spells from Tome of Magic that might be useful in repairing objects. You could also use some craft checks to repair the damage. |
| Edward06-21-04, 05:11 PM | The only reference I have as to how many hp mending will repair is a dragon magazine article on ships. A mending spell car repair 1d8 hp of damage to a section of hull or the rigging. I have assumed that it will do the same for any damaged object. Edward |
| Bloodtide_the_Red06-22-04, 01:52 AM | Mending and make whole are not realy writen with the repairing HP damage idea in mind. They are, and have been role-playing spells. Mending is for thoes little things that can break, but may be needed. The classic adventure use is for a cut rope. As make whole full repairs an object, I'd say that gives it full HP. Mending, tough....1 HP too little, maybe 1d4+1. It's too bad they didn't take into account the whole hp damage to objects. Though there are the repair spells(Tome and Blood, and now Ebberon)...you could say they can repair objects as well as constructs(but still not magic items). BT |
| Harmor06-22-04, 02:55 AM | My shield was damage when I went total cover. I made my spellcraft roll and noticed a "bead" from a Delayed Blast Fireball. I went total cover behind the shield and took no damage from the fireball, but my shield took 16. The shield has 30 hp...and I want to fix it... I can't believe that it would take: 4500 / (20 DC x 20 roll) = 11.25 weeks 11.25 weeks x (16 hp damage / 30 total hp) = 6 weeks 6 weeks of making DC 20 skill rolls to fix a darkwood tower shield? You see why I'm looking for a magical way to get it fixed :-P Its clear that Make Whole will fully repair damage that wasn't burned, melted, etc... So in my case I have 16 hp of damage from a Fireball...how do I get it fixed? |
| Falgund06-22-04, 10:36 AM | I think the description of Make Whole miss a word and should be read : The spell does not repair items that have been totally warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs). Which means that as long as the item has at least 1 hp, Make Whole can repair it. |
| Bloodtide_the_Red06-22-04, 11:55 PM | By the book, what you've described would not work. A fireball bead would not bounce off a sheild and explode only one one side of the sheild. fireballs area of effect is a spread. Spread effects can flow over and around things. So you could not hide behind a sheild. Repair light Object(Transmuation) Level-sor/wiz 1 Components-V,S Casting time-1 action Range-Touch Target-one object Duration-instantaneous Save-none Sr-yes(harmless) This spell can repair any object that has at least one hp remaining by transmuting it's structure. This spell repairs 1d8, +1 per level(max 5) points of damage. BT |
| Harmor06-23-04, 05:32 AM | The fireball did do damage to me...the tower shield provided me total cover and gave me a bonus to my reflex save, which I saved. Where did you get this spell? Repair light Object...? Wouldn't it be a cleric spell since cleric spells heal/repair things? |
| bomaz06-24-04, 07:46 AM | repair spells are from the book tome and blood |
| Bloodtide_the_Red06-24-04, 10:59 AM | The repair spells are from Tome and Blood, and now Ebberon, however the 'offical ones' don't repair objects...just constructs. They are used by artificers and other magic creating mages that make stuff. So should clerics be able to repair stuff? I don't see why not...so amke'em divine too. Though I'd also add Make Whole to the Wiz/Sor list too, to be fair. BT |
| chonjurer06-24-04, 03:59 PM | Fabricate. |
| Harmor06-24-04, 06:57 PM | I guess I would have to have a fraction of darkwood, cast the Fabricate spell and then make a DC 20 (because its masterwork) Craft (Armorsmithing) check to repair it. So in my cast since it have 16 hp of damage its: (16 hp damage / 30 total hp) * 450gp = 240gp worth of Darkwood I think that's the only way to repair damage to the item since it was burnt and Make Whole can't repair burnt damage. I can, however, use Make Whole to repair all the non-magical damage!!! |