Spells / Make Whole
Make Whole
transmutation
LevelArcanist 2, Cleric 2, Oracle 2, Sorcerer 2, Warpriest 2, Wizard 2Casting time10 minutesRangeclose (25 ft. + 5 ft./2 levels)Targetsone object of up to 10 cu. ft./level or one construct creature of any sizeDurationinstantaneousSaving throwWill negates (harmless, object)ComponentsV, S
Engine mechanics - what the game actually does
Damage1 d6untypedscales per CL (cap 5)Will save negates
1d6/CL (max 5d6) untyped, Will negates
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
This spell functions as mending , except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6). Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.