Alteration
Level Magic-user 1
Components V, S, M
Casting Time 1 segment
Range 30-ft.
Area of Effect One object
Duration Instantaneous
Save nil
This spell can repair a small break or breaks in the target object.
Metal objects. One break per casting can be mended. Examples. Broken weapon (sword, dagger), broken ring, one link in a chain, etc.
Wooden Objects. Multiple breaks in a simple object can be mended. Examples. Broken weapon (spear haft, quarterstaff), a hole in a wooden door (a door chopped down is not a "small break"), a cracked barrel, a cracked wagon wheel, a cracked wooden beam, a cracked plank, etc.
Glass or Ceramic. Cracked or broken objects can be mended, but not if shattered. Examples. A cracked window, a broken plate, a cracked mirror, etc. If the pieces are relatively whole and can be pieced together, it's likely the spell will work.
Leather or Cloth. Small holes, tears, or rips can be mended. Examples. A hole in a sack or wineskin, a hole or rent in a suit of leather armor, a split seam, or a small amount of fire or acid damage.
Constructs. Certain non-living constructs can be healed with this spell (per the GM). If mending is possible, the spell will restore 1d8 plus the caster level in hit points of damage.
Limitations.
The GM must define the object as a "single object".
The GM must define the break as "small".
While there is no size limit, the larger an object is, the likelihood a break is defined as "small" grows more remote.
Magic items may or may not be subject to the spell. Typically, only those with the broken condition (due to a failed save) can be subject to the spell.
Material Components. Two small (attracting) magnets (lodestones) or two burrs. Burrs are consumed when the spell is cast, while lodestones are not. Cost/Scarcity. Free/Common (or 5 g.p. each for uncommon lodestones; jeweler, navigator/ship supplies).
Known Substitutions. None.