
Yropro |
2 people marked this as FAQ candidate. |
In previous versions make whole has always been a standard action cast time. In Pathfinder it has no listed cast time.
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/makeWhole.html
Greater Make Whole has a cast time of 1 standard action just like it always has.
Can there be some clarification on the cast time of Make Whole?
Why is it (as far as I know) one of the only spells without a listed cast time?

wraithstrike |

Correction to my previous post:
In 3.5 mending was also a standard action, so the change to both mending and make whole is intentional.
I don't get it, but 10 minutes is the correct answer.
edit: I didn't realize mending was a cantrip, but it still doesn't work if the object has the broken condition. If it could remove the broken condition then I'd understand.
Most people aren't going to spend an action in combat to give a nonbroken weapon an average of 2.5 hit points back.

Yropro |
2 people marked this as a favorite. |
I don't thinking Make whole was ever part of any abuse. It's hardly even used. How often do you need to repair magic weapons?
It's for the rare people that make constructs, which is rare due to how massively expensive they are. I can't imagine there's a reason to nerf their ability to heal their summons. The undead repair is a standard action level one spell. And animate dead is far more powerful and prevalent than constructs.
Mending was changed because it's now an at will unlimited use ability.
It's would be silly to leave it a standard.
Also, none of the other 160 something odd spells referencing another spell leave off that kind of information. This is one of very few spells that has no listed cast time.

wraithstrike |

I don't thinking Make whole was ever part of any abuse. It's hardly even used. How often do you need to repair magic weapons?
It's for the rare people that make constructs, which is rare due to how massively expensive they are. I can't imagine there's a reason to nerf their ability to heal their summons. The undead repair is a standard action level one spell. And animate dead is far more powerful and prevalent than constructs.
I agree that the change wasn't needed, and I dont know why they did it.

Yropro |
I think if they wanted it to have a specific casting time they'd actually include it in the spell.
I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this.
I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time.

Melkiador |
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I think if they wanted it to have a specific casting time they'd actually include it in the spell.
I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this.
I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time.
That's funny, because if you view it in the actual book, the spell right above it does the exact same thing. Major image has no casting time and functions as minor image, which also isn't on the same page.

Matthew Downie |
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One abuse I could think of is using a perpetual portable hole and bag of holding in combat. As combining the two destroys the objects, and make whole explicitly fixes destroyed objects.
You'd need caster level 24 to restore a Portable Hole with Make Whole.
(Is there's a spell called Make Hole, I wonder?)
But Greater Make Whole can do that at caster level 12 as a standard action, so the potential for abuse exists either way.

Avoron |
4 people marked this as a favorite. |
Yropro wrote:That's funny, because if you view it in the actual book, the spell right above it does the exact same thing. Major image has no casting time and functions as minor image, which also isn't on the same page.I think if they wanted it to have a specific casting time they'd actually include it in the spell.
I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this.
I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time.
See also: call lightning storm, charm/hold animal, charm/daze/dominate/hold monster, clenched fist, create greater undead, crushing/forceful/grasping hand, cure/inflict moderate/serious/critical wounds, deep slumber, deeper darkness, delayed blast fireball, demand, detect chaos/good/law, dispel chaos/good/law, energy drain, etherealness, invisibility sphere, magic circle against chaos/good/law, minor/permanent/persistent/programmed image, overland flight, prismatic sphere, protection from chaos/good/law, resurrection, shades, solid fog, symbol of fear/insanity/pain/persuasion/sleep/stunning/weakness, teleport object, undeath to death

wraithstrike |

I think if they wanted it to have a specific casting time they'd actually include it in the spell.
I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this.
I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time.
That's not how it works. When they reference another spell it takes on the characteristics of that spell.
As an example Summon Monster 2 is a completely different spell than summon monster 1, but it uses the same casting time as summon monster 1 which is 1 round.
This spell functions like summon monster I,
This spell functions as mending,

wraithstrike |

Melkiador wrote:See also: call lightning storm, charm/hold animal, charm/daze/dominate/hold monster, clenched fist, create greater undead, crushing/forceful/grasping hand, cure/inflict moderate/serious/critical wounds, deep slumber, deeper darkness, delayed blast fireball, demand, detect chaos/good/law, dispel chaos/good/law, energy drain, etherealness, invisibility sphere, magic circle against chaos/good/law, minor/permanent/persistent/programmed image, overland flight, prismatic sphere, protection from chaos/good/law, resurrection, shades, solid fog, symbol of fear/insanity/pain/persuasion/sleep/stunning/weakness, teleport object, undeath to deathYropro wrote:That's funny, because if you view it in the actual book, the spell right above it does the exact same thing. Major image has no casting time and functions as minor image, which also isn't on the same page.I think if they wanted it to have a specific casting time they'd actually include it in the spell.
I went through a ton of spells last night and I couldn't find any that just referenced a spell and left the cast time blank other than this.
I found something similar in greater restoration that didn't have a listed cast time, but it's pretty easy to see the one above and below it had a cast time.
Yropro was saying that if the spell doesn't list a casting time that it defaults to a standard action. The spells in this list that matter and counter his point are the ones with casting times that are not standard actions.

Avoron |
2 people marked this as a favorite. |
Yropro was saying that if the spell doesn't list a casting time that it defaults to a standard action. The spells in this list that matter and counter his point are the ones with casting times that are not standard actions.
So just take a look at call lightning storm, create greater undead, deep slumber, demand, resurrection, and all the symbol spells.

Melkiador |

See also: call lightning storm, charm/hold animal, charm/daze/dominate/hold monster, clenched fist, create greater undead, crushing/forceful/grasping hand, cure/inflict moderate/serious/critical wounds, deep slumber, deeper darkness, delayed blast fireball, demand, detect chaos/good/law, dispel chaos/good/law, energy drain, etherealness, invisibility sphere, magic circle against chaos/good/law, minor/permanent/persistent/programmed image, overland flight, prismatic sphere, protection from chaos/good/law, resurrection, shades, solid fog, symbol of fear/insanity/pain/persuasion/sleep/stunning/weakness, teleport object, undeath to death
Wow! You either had a lot of free time or a really good search algorithm.

Avoron |
1 person marked this as a favorite. |
Avoron wrote:See also: call lightning storm, charm/hold animal, charm/daze/dominate/hold monster, clenched fist, create greater undead, crushing/forceful/grasping hand, cure/inflict moderate/serious/critical wounds, deep slumber, deeper darkness, delayed blast fireball, demand, detect chaos/good/law, dispel chaos/good/law, energy drain, etherealness, invisibility sphere, magic circle against chaos/good/law, minor/permanent/persistent/programmed image, overland flight, prismatic sphere, protection from chaos/good/law, resurrection, shades, solid fog, symbol of fear/insanity/pain/persuasion/sleep/stunning/weakness, teleport object, undeath to deathWow! You either had a lot of free time or a really good search algorithm.
Behold the power of Google. It took about five minutes.

Cevah |

Correction to my previous post:
In 3.5 mending was also a standard action, so the change to both mending and make whole is intentional.
I don't get it, but 10 minutes is the correct answer.
edit: I didn't realize mending was a cantrip, but it still doesn't work if the object has the broken condition. If it could remove the broken condition then I'd understand.
Most people aren't going to spend an action in combat to give a nonbroken weapon an average of 2.5 hit points back.
This spell repairs damaged objects, restoring 1d4 hit points to the object. 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. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Works vs. broken just fine.
/cevah

wraithstrike |

wraithstrike wrote:Correction to my previous post:
In 3.5 mending was also a standard action, so the change to both mending and make whole is intentional.
I don't get it, but 10 minutes is the correct answer.
edit: I didn't realize mending was a cantrip, but it still doesn't work if the object has the broken condition. If it could remove the broken condition then I'd understand.
Most people aren't going to spend an action in combat to give a nonbroken weapon an average of 2.5 hit points back.
Quote:This spell repairs damaged objects, restoring 1d4 hit points to the object. 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. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Works vs. broken just fine.
/cevah
Somehow I read that as the item must have half of its hit points or the spell doesn't work. <facepalm>