Wand, rare (requires attunement by a Spellcaster).
To keep his constructs in good working order, Welger created a magical wrench.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to touch a construct and repair it. For each charge expended, the construct regains 1d8 hit points.
While holding it, you can take an hour to expend 7 of its charges to work on a “dead” construct and 0 restore it to “life” with 1 hit point, provided it has been “dead” no longer than 10 days. If the construct has a soul, it must be willing and able to rejoin its body. Soulless constructs automatically return to life.
This magic also neutralizes any poisons and cures nonmagical diseases that affected the construct at the 1time it died. It doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to restoring the construct, they take effect when it returns to life. The spell can't return an undead creature to life.
This magic closes all mortal wounds, but it doesn't restore missing parts. If the creature is lacking parts integral for its survival--its head, for instance—the magic automatically fails.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into rust and is destroyed.
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