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.

Color fantasy illustration of Minor Repair
Spell illustration • General MagicMinor Repair
01

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.
Meeting requirements is not enough

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.