Divine Magic • Core Spell Reference

Make Whole

This is a legacy spell. The published Pathfinder and 3.5 mechanics appear below; fifth-edition characters use their own edition’s spell list.

Make Whole at a Glance

Pathfinder 1eLevel 2
D&D 3.5eLevel 2
BrowseCleric spells • Cleric class

Spell Rules

Make Whole — Pathfinder 1e

Cleric spell level 2. Edition source.

Schooltransmutation
Levelcleric 2, sorcerer/wizard 2
Casting Time10 minutes
ComponentsV, S
Rangeclose (25 ft. + 5 ft./2 levels)
Targetone object of up to 10 cu. ft./level or one construct creature of any size
Durationinstantaneous
Saving ThrowWill negates (harmless, object)
Spell Resistanceyes (harmless, object)

Base Procedure

This spell repairs damaged objects, restoring 1d4 hit points to the object. 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. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Changes and Additional Effects

Changes for this spell: it repairs 1d6 points of damage per level when cast on an object or 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.

Make Whole — D&D 3.5e

Cleric spell level 2. Edition source.

SchoolTransmutation
LevelClr 2
ComponentsV, S
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne object of up to 10 cu. ft./ level
DurationInstantaneous
Saving ThrowWill negates (harmless, object)
Spell ResistanceYes (harmless, object)

Base Procedure

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Changes and Additional Effects

Changes for this spell: make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

Rules Sources and Licensing

The Pathfinder and 3.5 spell mechanics and their tables are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.

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