Repair Clockwork

Repair Clockwork is a skill that can be used by anyone that is taught the skill. This skill implies high knowledge of inner workings of clockwork and the pieces required that make them move.

= Skill Name = Repair Clockwork

= Skill Target = One Clockwork Creature or Object, with less than it's maximum number of vital components

= Range = Touch

= Casting Time = 1 hour

= Recast Time = At-Will

=Reagent= You require one "Clockwork Component" for each attempt of this skill

= Description = Having the knowledge of clockwork you know where vital components are and can repair or place them back.
 * Casting speed is modified as follows:
 * If this is a unique or peculiar device Casting time is doubled.
 * If you have the blueprints, if any exist, for this device Casting time is reduced by half.
 * If a device is unique or peculiar and you have blueprints in your possession for it the penalties/bonuses to casting time are considered to negate each other.
 * Skill success depends on the following items:
 * You must succeed a Clockwork (DEX) check of DC determined by the DM based on the complexity of the device and if you have detailed blueprints for the device.
 * You need to spend the casting time of this attempt concentrating on and repairing this device.
 * You cannot move from within touch range of the device, or the skill fails.
 * If you take an HP damage (Even Temporary HP), the skill fails.
 * If you engage in thoughtful conversation, the skill fails
 * If you attempt to do this 3+ times before long rest you must pass a CON-Save for each new attempt of this action the DM determines a DC for exhaustion or else the skill fails.
 * You will gain levels of exhaustion if you fail as appropriate. With the modification that at level 3 exaustion you pass out for 2d4 hours removing a level of exhaustion when you awake.

= Effects =

Failure
You expend one clockwork component but no restoration occurs

Success
You expend one clockwork component and one (1) vital component is returned to the device.