
Mystendanian |

*Rise of the Runelords Spoiler*
In Sins of the Saviors, there is a room where a malfunctioning rod of cancellation emits a Mage's Disjunction burst. All of my players got hit by it and rolled their saving throws for their items and of course some missed, and a few even rolled a natural 1.
Mage's Disjunction says, "If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed."
One of my players has one Make Whole spell memorized, which reads, "Make whole can fix destroyed magic items (at 0 hit points or less)..."
Rules as written, this seems to indicate that Make Whole will fix an item destroyed by rolling a nat 1 on Mage's Disjunction.
What the...?
That would mean a 2nd level spell that every cleric gets can undo the worst possible result from a 9th level spell...that just doesn't seem right to me. I know you have to be twice the caster level of the item, but still...
Is that the way it is, or is there something I am missing?
Further, the original Sins module specifically has a little blurb warning about how horrific this trap is. And, if you read the Rod of Cancellation, it says items destroyed with it can only be restored with a miracle or wish spell.
Can someone help me make sense of this?

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All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
It is not the item that is being destroyed, it is the spells on it. The text gets a little confused, because the item must make one save for all the spells on it, so they start saying "item" in place of "the magic on a magic item." Just insert "the magic on a magic item" in place of "item" starting at "an item in a creatures" and continuing through to the end.
Make whole rebuilds a magic item that is physically shattered. It does not fix a magic item that is no longer magic.

Mojorat |

One thing to realize also is that fixing magic items with make whole requires that you be 2x the Cl of the item. what this means is that for most games even fixing a +1 flaming longsword requires lvl 16 i think.
But i think in the case of mages disjunction as FLite said they may be left with a mundane item.

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Make Whole
School transmutation; Level cleric 2, sorcerer/wizard 2
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or one construct creature of any size
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).
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.
I have bolded the relevant part. The guy casting Make whole need to have a Caster level twice that of the item CL.

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If your magic sword failed its save versus disjunction, it would still be a Mwk sword, but any magic would be suppressed for the duration of the disjunction.
If the failed save were a natural 1, then the magic would be destroyed, leaving a completely non-magical Mwk sword that would remain non-magical even after the duration of the disjunction spell expired.
Since the Mwk sword itself is not broken, and it is now non-magical, there is nothing for the mending spell to mend.