| A Man In Black RPG Superstar 2010 Top 32 |
| 2 people marked this as FAQ candidate. |
Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat).
So what's involved in fixing a wrecked firearm?
Gunsmithing doesn't mention wrecked firearms at all:
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Does it take an hour to fix a wrecked firearm? Does it cost any money?
Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
Do you need to cast Make Whole at CLx2 the item's level? (If so, Make Whole is completely useless.) If not, is a simple casting of Make Whole at any caster level sufficient?
Starglim
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Non-magical firearms are not wrecked when they explode, but simply destroyed. I agree that Gunsmithing provides no special mechanic to restore wrecked magical firearms and make whole works as written on a destroyed magical firearm. Therefore, wrecked means exactly the same as destroyed (note that wrecked has a different and more sensible meaning for vehicles).
Mending makes either a wrecked magical firearm or a destroyed non-magical firearm into a broken non-magical firearm with 1d4 hit points, which can be mended again. Make whole repairs the weapon as well as mending does at any caster level, and also restores its magical properties if the caster's CL is twice that of the item.