

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. PRD Magic Items: Magic Item Creation wrote: With regard to upgrading magic items your GM was definitely wrong: Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly.

A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores. A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will).

Magic items should always get a saving throw against spells that might deal damage to them-even against attacks from which a nonmagical item would normally get no chance to save. PRD Magic Items: Damaging Magic Items wrote:Ī magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined). Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Items lose the broken condition if the spell restores the object to half its original hit points or higher. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item does not fit into any of these categories, the broken condition has no effect on its use. If the item is a wand or staff, it uses up twice as many charges when used. If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty. Broken armor doubles its armor check penalty on skills. If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. The broken condition has the following effects, depending upon the item. Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task.
