Make Whole
Make Whole
TransmutationLevel: Artificer 2, Cleric/Oracle 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Target: one object of up to 10 cu. ft./level or one construct creature of any size
Duration: instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell repairs damaged objects and constructs, restoring 1d6 hit points of damage per level (maximum 5d6).
If the object has the Broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a Caster Level equal to or higher than that of the object.
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.
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.