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Make Whole
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. Make Whole can fix destroyed magic items (at 0 Hit Points or less), and restores the magic properties of the item if your Caster Level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way.
This spell repairs 1d6 points of Damage per level when cast on a Construct Creature (maximum 5d6). When Make Whole is used on a Construct Creature, the spell bypasses any Immunity to magic as if the spell did not allow spell Resistance.
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair Damage done to such items.