Damaged Magic Weapons - Make Whole?

Eccles

Ragged idiot in a trilby.
We had a situation arise last week, and I'd be grateful for some input on if I was fair or not.

The PC wields a Maul of the Titans. And I run with a house rule which says there's a very small chance that you could damage your own weapon.

Which of course came up.

First Question: Was I fair in saying that the treble damage on an object should apply to the hammer effectively damaging itself?

Then the cleric says "Don't worry. I'll fix it tomorrow morning".

He's proposing to use Make Whole - which would work fine on a non-magical item, but I'm not sure about on a magical item.

Second Question: Would Make Whole work to instantly repair a magical weapon? Especially since it's a low level spell, and the rules for fixing magic items would be straight out of the window!

Cheers for the help!
 

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There is a huge difference between 'Damaged' and 'Destroyed'.

Provided the Maul was 'Damaged', Make Whole works just fine.
That's what it's for.

If the Maul was 'Destroyed' (i.e. reduced to 0 HP, a.k.a broken), Make Whole isn't going to cut it, you need a smith with Craft Magic Arms & Armor.
 

What he said. Magic items can be repaired just like any other item, the only difference is, if they are ever broken, you lose the magic forever.

As for applying the hammer's damage to itself... it's a little difficult for most hammers to damage themselves... but, it's up to you. Personally, I don't like "wear and tear" on items like that. Specific attacks that damage equipment? Sure. But not just random chance. That guy would have been mightily pissed if random chance blew up his very expensive magic item.

-The Souljourner
 

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