Make Whole (P2, T2, W2)
Source
Core Rulebook pg. 364
This spell functions as mending, except it restores @[5d6 Hit Points][roll 5d6 as heal for 'Make Whole'] when cast on an object or construct creature. Make whole can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item’s level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way. When you cast make whole on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
Dragonscript
ID
75afc8ceca1d01ad7b3b28d6
Effect
append 'd7e36eb47ac311c672143988' to character.spells;