Make Whole

Classes Precog 2, Technomancer 2, Witchwarper 2
School alteration
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 1 bulk/level or one construct of any size
Duration instantaneous
Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)

Effect

This spell repairs damaged objects and constructs, restoring 5d6 Hit Points. 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. A construct can benefit from this spell only once per day. Make whole can fix destroyed magic items, and it restores the magic properties of the item if your spellcaster level is at least twice the item’s level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way. When you cast make whole on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.