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Casting Time: 1 standard action. Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 10 cu. ft./ level. This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken.


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Make Whole Call (Provision): A make whole call provision is a type of call provision on a bond allowing the issuer to pay off remaining debt early. The issuer typically has to make a lump sum.


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Make Whole. 2 nd-level transmutation. Classes: bard, cleric, druid, sorcerer, wizard. Casting Time: 1 minute Range: Touch Components: V, S Duration: Instantaneous This spell can repair objects as mending, except that it can repair larger breaks, such as a tear in a ship's hull, a broken bridge, or a dilapidated statue.As long as the break or tear is no larger than 5 feet in any dimension.


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Make Whole, Greater. School transmutation; Level cleric/oracle 4, sorcerer/wizard 4. CASTING. Casting Time 1 standard action Components V, S. EFFECT. Range 10 ft. Target one object of up to 5 lb./level Duration instantaneous Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object). DESCRIPTION. This spell repairs 1d6 points of damage plus 1 point per level when.


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Make Whole ( Player's Handbook v.3.5 , p. 252) Transmutation Level: Cleric 2 , Death Master 2 , Savant 2 (Divine), Merchant Prince 2 , Magewright 2 , Soldier of Light 2 , Shugenja 2 (Earth), Apostle of Peace 2 , Balance 1, Components: V , S , Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 10.


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Depending on whether you want to add, subtract, divide, or multiply fractions, you need to follow different rules and steps. The fraction calculator not only gives you the result, but also shows you the rules and steps that apply to your calculation. In addition, the result is automatically simplified (reduced) using the greatest common factor.


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To calculate the net present value (NPV) of the remaining cash flows, we use a discount rate of 1.5%, which is the sum of the Reference Treasury yield (1%) and the Make-Whole Spread (0.5%). If the Make-Whole Call provision is exercised today, the issuer would need to pay bondholders $1,167.40 for each bond.


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The make whole spell also repairs a damaged—but not completely broken—magic item. Intelligent Items. Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among.


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Make-whole spread is 0.5%. By calculating the net present value using a discount rate of 1.5% (Reference Treasury yield + make-whole spread), if the make-whole call provision is exercised today, the issuer would need to pay $1,167.40 for each bond. Additional Resources. Thank you for reading CFI's guide on Make-Whole Call Provision.


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Make Whole. This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair.


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The make-whole call provision allows the borrower to pay off (i.e. retire) outstanding debt before the call period. If invoked, the borrower is subject to make a lump sum payment to bondholders per the conditions outlined in the lending contract. The bond issuer could seek to redeem the bonds early for potential reasons including:


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Make Whole Source PRPG Core Rulebook pg. 311 School transmutation; Level arcanist 2, cleric 2, occultist 2, oracle 2, psychic 2, redmantisassassin 2, sorcerer 2, warpriest 2, wizard 2 Casting Casting Time 10 minutes Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one object up to 10 cu. ft./level or one construct creature of any size Duration instantaneous


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Make whole was a divine transmutation spell that physically repaired an object, within limits. There was also a ritual by the same name that arcanists could use for the same purpose. This spell was similar to mending but could repair multiple breaks at once. Make whole worked on objects that were physically damaged as if by violence. It could not restore items that had been disintegrated.


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3 4 Make-Whole Amount means the excess, if any, of (a) the present value at such time of (i) the redemption price plus (ii) any required interest payment computed using a discount rate equal to the Treasury Rate plus 50 basis points, discounted to the redemption date on a semi-annual basis (assuming a


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SRD:Make Whole. This material is published under the OGL 1.0a. Make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new, (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger.


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Transmutation Level: Cleric 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One object of up to 10 cu. ft./level Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with.