| Adjoint |
I'm trying to create a spell that fits the standard description of Nethys destroying and reconstructing at the same time. I also want it to be able to able to repair items that are missing some pieces (for example severly burned; I know it's a discussed topic whether make whole can restore them). This is what I came up with. I ask for your opinions.
Two Hands of Nethys
School: transmutation
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Range: touch (see text)
Target: one damaged or destroyed object up to 5 lb./level
Duration: instantenous
Saving Throw: Will negates (harmless, object), Fortitude negates (see text);
Spell Resitance: yes (object)
The spell restores 1d6+1 points of damage per level (maximum 20d6+20) to the touched object. You don't need to have all of its pieces, but you need at least most of it. If the item was magical, its magic is restored if your caster level is at least equal to that of the item. The magic of single-use items (like potions and scrolls) and items with finite number of charges (like wands) is not restored.
At the same time, the spell damages items around the caster. The damage dealt to each unattended item in 20 ft. burst is equal to half of the damage restored to the item touched. Attended items get a Fortitude save to negate the damage. This damage ignores hardness. Magic items are not damaged by the spell.
| Adjoint |
To clarify, I'd like to know if the spell isn't broken and if it\s an appropriate level.
It's mostly based on greater make whole, but more powerful (allowing to restore items with missing parts and with higher cap), and of course the simultaneous damage to objects around it is a new thing. I let it ignore hardness to reflect that it is pure magic damasge. It doesn't affect magic items because Nethys cares about magic.
Set
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It might be mechanically easier to just make it a variation on make whole that affects magic items, but destroys material equal to the cost of the item to do so, essentially allowing otherwise irreplaceable items to be repaired (excepting artifacts, when destroyed, they stay destroyed).
The material destroyed is selected in the casting, not randomly chosen, and doesn't have to be relevant to the item to be repaired, so that pile of gold coins can be destroyed to repair a torn magical cape.
The spell would include a visual manifestation of two hands, one black and burnt, hovering over the material to be destroyed, and one white and radiant, cradling the item to be repaired. The matter sacrificed to 'pay' for the repairs burns away to ash and then floats over to the item to be repaired, transmuting to flecks or threads or whatever of the item and fusing into it, restoring it to fullness.
There'd be no getting around the cost, but it's meant as a way of keeping your hands on gear that you can't just pop out to the market and replace.
| Pizza Lord |
The way you've written it would be a chore, especially applying it to every (nonmagical) item in the area. Does it affect the caster's pants and belt too? At 11th level, when you get the spell. You can restore up to 50 hit points average. That probably more than any non-adamantine item is going to have and the fact that it restores missing pieces and parts is more important than how many hit points it has. Only a few items are effected by the broken condition, so it really doesn't matter at that point how much hp it has unless it is some super rare weapon or armor.
Then you're doing 25 damage average to everything. Most of as which gets no save and no hardness. That's enough to splinter just about any item and almost shatter every door that isn't metal or a foot thick.
And that's just an average roll as soon as you get the spell. I think it's better to stick with the caster destroying one item to repair another as well. Possibly dependent on the value of the sacrifice.
| Adjoint |
Make whole and greater make whole already are able to repair magic items. What they cannot do, is to recreate missing parts, and that is the main goal I want to achieve. But to make the spell more interesting, I want to add the destruction aspect as well. Make whole spells also don't care about the value of the item restored, so I think neither should the new spell.
I agree that destroying all the items around the caster (items attended by the caster, I specifically excluded) will be too much hassle. Destroying one chosen item indeed is simpler. I like the imagery proposed by Set.
The fact that it is able to destroy most nonmagical items (magical items are directly excluded) doesn't seem to me to make the spell overpowered; disintegrate, which is also a 6th level spell, can do the same.
New version of the spell would then be:
Two Hands of Nethys
School: transmutation
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: two objects up to 5 lb./level
Duration: instantenous
Saving Throw: Will negates (harmless, object), Fortitude negates (see text);
Spell Resitance: yes (object)
The spell restores 1d6+1 points of damage per level (maximum 20d6+20) to one of the objects (caster's choice) and deals equal amount of damage to the other (ignore hardness). If any of the items is attended, a touch attack is required.
For the item restored, you don't need to have all of its pieces, but you need at least most of it. If the item was magical, its magic is restored if your caster level is at least equal to that of the item. The magic of single-use items (like potions and scrolls) and items with finite number of charges (like wands) is not restored.
If the item to be destroyed is attended, the item receives a Fortitude save to negate the effect; if it succeeds, the whole spell fails. The spell also fails if the item to be destroyed is magical.