Make Whole... 2nd lvl Heal?

Combat & Magic

I was just reading the description for Make Whole and was noticing the "it repairs 1d6 points of damage per level". Is there no cap on damage this spell can restore?

If a caster is making use of constructs, or if there was a warforged party member. It seems a bit on the overpowered side, especially when a 12th level caster can be tossing out "heals" of 12d6 upto a range of 55 feet, to his minions.

Shouldn't Make Whole be capped at 5, or possibly 10, D6 in healing?

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