Faq request regarding Make Whole casting time.


Rules Questions


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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?


It seems that they forgot to put the casting time. In 3.5 it was a standard action. I'll FAQ this post so the dev team can see it.


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The Make Whole spell text begins "This spell functions as mending", so it uses details from the Mending spell except as specified otherwise in the Make Whole spell. Since Mending has a casting time of 10 minutes, so does Make Whole.


@Wraithstrike thank you

@david true, but I'd like to point out that text has always been there, in every version, yet the cast time has always been standard.


Yropro wrote:
@david true, but I'd like to point out that text has always been there, in every version, yet the cast time has always been standard.

in 3.5 mending was a standard action too. Things change sometimes.


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I suspect the casting time was increased to prevent some sort of abuse. Not sure what the abuse was though.


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Mending and hence make whole changed mechanically quite a bit due to other mechanics being changed. The whole 'broken' condition and stuff like that.


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.


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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.


Yropro wrote:

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.


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.


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.


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Yropro wrote:

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.


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Melkiador wrote:
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.


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Melkiador wrote:
Yropro wrote:

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.

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


Yropro wrote:

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.

Summon Monster 2 wrote:
This spell functions like summon monster I,
Make Whole wrote:
This spell functions as mending,


Avoron wrote:
Melkiador wrote:
Yropro wrote:

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.
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

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.


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wraithstrike wrote:
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.


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 death

Wow! You either had a lot of free time or a really good search algorithm.


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Melkiador wrote:
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 death
Wow! You either had a lot of free time or a really good search algorithm.

Behold the power of Google. It took about five minutes.


Ha, some free time. Mostly a neat search engine I found.

http://www.d20pfsrd.com/magic/tools/advanced-spell-search/


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.

Mending

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


Cevah wrote:
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.

Mending

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>

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