As construções não estão ativas e, portanto, não podem ser curadas com o Heal.
Nota: as minhas fontes são específicas do explorador de percurso.
Heal diz:
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.
A energia positiva afeta as criaturas vivas para curá-las . Então tudo se resume a se as construções estão vivas.
Uma definição RAW de tipos vivos
Uma fonte de criaturas vivas encontra-se no escudo anti-vida do feitiço:
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Isso significa que, no mínimo, todos os tipos, exceto construções, elementais, forasteiros e mortos-vivos, podem ser curados com energia positiva.
O tipo de pessoa de fora inclui:
Unlike most living creatures,
Então pessoas de fora estão dentro, o que inclui elementais.
Construções: criações
Construções, por outro lado, são construídas. Construção de Artesanato Eles não são curados, eles são reparados. As formas de reparar construções na seção Construção de artesanato .
Repairing Constructs
Even with the best of care, most constructs will eventually become damaged. Unless a construct suffers some sort of structural damage that radically alters its physical form, the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points. Ideally, however, a construct should see some repair before it reaches that point. The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems.
Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct's creator can deactivate a construct under his control with a touch and a standard action.
A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct.
Additionally, some constructs have special means of repair, usually involving spells related to the golem's nature (such as the use of acid damage to heal a clay golem.)
RAW, estas são as únicas formas de corrigir construções.