| Name | Make Whole |
|---|---|
| School | Transmutation |
| Level | APeace 2, Arc 2, Balance 1, Clr 2, Shu 2 |
| Components | V, S |
| Casting Time | 1 standard action |
| Recharge Time | 6 hours |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Target | One object of up to 10 cu. ft./ level |
| Duration | Instantaneous |
| Saving Throw | Will negates (harmless, object) |
| Spell Resistance | Yes (harmless, object) |
| Version | SRD |
| Sources | System Reference Document on page 252 |
| Short Description | Repairs an object. |
| Living Greyhawk | Open |
|
This spell functions like mending, except that 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). |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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