Wand of make whole help me with the Caster Level


Rules Questions


My +1 musket blew up so i need to make/buy a wand of "make whole" i want to make sure I am doing it right

the make whole spell says it can fix a magic item along as the caster level is double of the caster level of the weapon.

so a +1 musket is CL3 correct?

so ai would need a caster level 6 wand to fix my gun?

the price of a wand is spell level x caster level x750

so 2 x 6 x 750= 9000?

is this correct? or do I only need 2 x 3 x750. =4500


I didn't check your math, but it'd be a LOT cheaper to pay an NPC to Make Whole.

Spell level (2) * caster level (6) * 10 gp = 120 gp & done.


ZenithTN wrote:

I didn't check your math, but it'd be a LOT cheaper to pay an NPC to Make Whole.

Spell level (2) * caster level (6) * 10 gp = 120 gp & done.

would love to but we are in serpents skull deep in the Mwangi Expanse and i need to have this handy so I can fix my gun again if it blows up again.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

2 * 6 * 750gp is the correct price to purchase a wand of a second level spell at caster level 6.

But if you are really going going to be depending on a gun for multiple levels, you really should consider picking up the gunsmith feat and using the feat as a much more economical way to fix your weapon.

You are going to want likely going to want to upgrade your gun to something with CL of greater than 3 long before you blow up your gun 50 times. At the very least I'd consider getting a staff of make whole 400gp*8*2=6,400gp, which presumably a caster could recharge for you and the caster level will increase (but not nearly fast enough to keep up with your weapon upgrades).


i can gunsmith I am a gunslinger but the cost to "fix" my destroyed fire arm is like 1900 or more depending on your interpretation of the feat. and I don't want to sit around and fix my gun for 2 days. so a real quick wand and zap! gun fixed I am back int he fight.

Grand Lodge

Stop blowing up your gun. You misfire, use cheap spares until you get it fixed with a mending.


LazarX wrote:
Stop blowing up your gun. You misfire, use cheap spares until you get it fixed with a mending.

first time it has happened and first battle of my new character. think of this as preventative maintenance .

i can use mending but i lose my +1 and I am in the Mwangi expanse so I can't just stroll downy he street to wizards r us for a quick enchantment.


We have a Sorc in the party, i may just buy a scroll or 2 just in case and have her read it. can she learn spells form scrolls like Wizards?


Lobolusk wrote:
LazarX wrote:
Stop blowing up your gun. You misfire, use cheap spares until you get it fixed with a mending.

first time it has happened and first battle of my new character. think of this as preventative maintenance .

i can use mending but i lose my +1 and I am in the Mwangi expanse so I can't just stroll downy he street to wizards r us for a quick enchantment.

So explain to me how you're strolling down the street and buying a wand of make whole, because i doubt a gunslinger can make one himself. Also, does your group not have a cleric? He'd be able to fix it no problem.


Cleric died, this a new character so the dm is giving me a week to work out the bugs, only played him one session. dm is letting me make after creation adjustments because this is my first gunslinger.


No sorcerers cannot learn spells from scrolls; they can USE scrolls of any spell on the wizard/sorcerer list, but they don't get to add spells to their list of spells known that way. :(

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