General Magic · utility
Minor Repair
Minor Repair can mend simple damage to a nonmagical item, provided all of its parts are available. It is a spell that can save a broken strap or a small broken component far from a workshop. In a story, it rewards a hero who maintains their belongings instead of discarding them at the first sign of trouble.
First, determine what is actually broken and gather any missing parts. The spell does not restore consumed contents or lost magic, and repeated use on the same damage is limited. A practical repair may allow the journey to continue, but major reconstruction or the restoration of a destroyed item must be handled using other available means.
Exact effect: Mends a crack, a broken strap, or a small broken component. Does not restore consumed contents or magic. Target: 1 nonmagical item no larger than a backpack. Duration: instantaneous. Restrictions: once per instance of damage; all parts must be present. Using it requires at least Intelligence 6, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 6 · Min. Level —
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- General Magic
- Type
- utility
- Min. Intelligence
- 6
- Min. Level
- —
- Bonus
- —
- Target
- 1 nonmagical item no larger than a backpack
- Duration
- instantaneous
- Restrictions
- once per instance of damage; all parts must be present
- Exact effect
- Mends a crack, a broken strap, or a small broken component. Does not restore consumed contents or magic.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.