Damaged Weapons and Armors, how to fix?

Rashak Mani

First Post
My DM last session put a creature that had acid blood and the paladins longsword took 3 hitpoints of damage. Later on I attacked one of these creatures also and my Warhammer took 4 points of damage. A warhammer has 25 hitpoints so im not very worried, but a long sword has only 8 hitpoints, and the paladin is quite worried about his +1 Holy longsword.
The question is, what are the rules for fixing weapons that are not broken, only damaged ? I know that if a weapon is broken it costs 1-quarter of the base price to fix, but I only want to fix those 3 hit points of damage on his longsword.
How can I fix it ? What the rules (cost, time, xp, etc) ? What is the cheapest was to fix it ? Are there any spells that could fix it ?
All info would be nice, including house rules any DMs around here have if there are no rules for this.



Its a Forgotten Realms campaign and my character has the Craft Arms & Armor feat.
 

log in or register to remove this ad

I would say that since it was only damaged, and magic properties aren't harmed by the daamge, that the mending type spells could do it.
 


Mmmh... I wonder if anything prevents you from using the appropriate Craft skill to repair a magic item in the same way you repair a normal item.
 


Li Shenron said:
Mmmh... I wonder if anything prevents you from using the appropriate Craft skill to repair a magic item in the same way you repair a normal item.
I believe this is the correct way to do it. Isn't there something about 1/3 of 1/2 the normal market price to fix? (You pay 1/3 to make something, and 1/6 to fix it.)
 

I go with the Craft check. There's really only one question here: was the item damaged to the point that the enchantment was destroyed/disabled?
If not, then a Craft check should be all that is needed to fix it, and the cost should be minimal (since you're only repairing physical damage). Minor damage might only need a whetstone, hammer, and/or sewing needle. Major damage might require a forge.
If it's damaged beyond repair, then you effectively need to remake it with Craft Magic Doohicky, using the original item as raw material (which means you only need to pay the XP).

At least, that's how I'd see it. Sundered items usually fall into the first category.
 

That is for broken items. Making a magical item is half the Market price. Fixing a BROKEN item costs half of the creation cost (1/4 of market price).
But my question is not for BROKEN ! Its for DAMAGED items. A magical longsword has 8 Hitpoints, it takes 3 acid damage. It still works like a magical longsword but it will probably melt on the next acid damage is takes. How do I REPAIR those 3 hit points ?
 

Which is why I explained the two extremes. A longsword that's taken a bit of acid damage hasn't lost any of its magic. The enchantment is still intact, so at that point it's just a somewhat damaged piece of metal. You'd repair it the same way you would repair a damaged nonmagical sword (i.e., the Craft skill), and the cost would be comparable.
There isn't a hard-n-fast set of rules for this, as far as I know; item damage happens rarely in my experience, and is usually fixed with magic (Mend, Make Whole, Repair Light Damage and its kin)

Of course, it's masterwork (300+ gp), and you could argue that acid damage requires a forge to repair. But it's not going to be anywhere close to the Market Price/2 extreme that a destroyed item would take.

Just my opinion, of course.
 

Remove ads

Top