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Occult Rituals


Make Whole

Source PRPG Core Rulebook pg. 311
School transmutation; Level arcanist 2, cleric 2, occultist 2, oracle 2, psychic 2, redmantisassassin 2, sorcerer 2, warpriest 2, wizard 2

Casting

Casting Time 10 minutes
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one object 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)

Description

This spell functions as mending, except that 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.

Mythic Make Whole

Source Mythic Adventures pg. 100
The damage the spell repairs increases to 2d6 points of damage per caster level when cast on a construct creature (maximum 10d6). A construct repaired with this spell gains a +2 enhancement bonus on an ability score of your choice for the next 24 hours. To repair a magic item, your caster level has to equal to only the caster level of the magic item, not double the caster level.

Make Whole, Greater

Source Technology Guide pg. 10
School transmutation; Level arcanist 4, cleric 4, oracle 4, redmantisassassin 4, sorcerer 4, warpriest 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 10 ft.
Target one object of up to 5 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

This spell repairs 1d6 points of damage plus 1 point per level when cast on a construct creature (maximum 10d6+10). Greater make whole can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.