True Repair

True Repair
6th Level Transmutation, ritual
Casting time: 10 minutes
Range: Touch
Components: V, S, M (two lodestones, one ounce of starmetal, 1000gp, one diamond of 100gp value or greater)
Duration: Instantaneous
  This spell repairs a single area within 5 feet in all directions from where you begin the spell full of objects you touch, such as a broken chain shirt armor, two halves of a broken greatsword, a torn and dirty set of clothes including cloak, or a leaking barrel or on larger structures or items with multiple breaches in a ship’s hull or other large areas up to 1d6+1 five foot radius squares of a stone or other type of wall or floor may be repaired as though no damage had been done.
This spell can physically repair a magic item or construct, however it cannot restore magic to such an object without casting it at higher levels for any magic item touched during casting.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, you can repair the magical effects and all charges of any damaged common to rare magic item in need of repair. If you use a 8th-level spell slot, you can repair the magical effects of any damaged very rare magic item. If you use a 9th-level spell slot, you can repair the magical effects of any damaged legendary magic item. One use at 9th-level can only restore one charge per casting to a legendary item.
If repairing non magic items with this spell, the areas affected increase in size for each increased spell slot level by +5 foot radius so that a 7th-level spell slot will affect 1d6+2 10 foot radius square areas of material or objects touched. At 8th-level spell slot used that will be 1d6+3 15 foot radius square areas of material or objects seen and desired to be repaired. A 9th-level spell slot used will affect 1d6+5 20 foot radius square areas within sight to be repaired at will.


Cover image: A strange planet this way floats. by magejosh with DALLE3

Comments

Please Login in order to comment!