Transmutation Cantrip • Repair and Preservation Magic
Mending Spell – Repair Magic, Rules and Uses
Mending is the magic of continuity. A snapped link closes, torn cloth becomes whole, a cracked vessel seals, and two halves of a broken key become one again. Its power is modest, but in a world of costly workmanship, manuscripts, harness, armour, tools, weapons, and mechanisms, preserving what already exists can matter as much as creating something new.
Game Mechanics
Mending changed materially between editions. Use the complete rules for the chosen edition rather than carrying Pathfinder object Hit Points, older construct wording, or D&D 3.5e material restrictions into another ruleset.
Mending — D&D 5.5e / SRD 5.2.1
Transmutation Cantrip
You repair one break or tear in an object you touch. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. A qualifying broken chain link, two halves of a broken key, torn cloak, or leaking container can therefore be restored cleanly.
Mending can physically repair a magic item, but it cannot restore magic that the object has lost.
- Mending does not restore a numerical amount of object Hit Points.
- It does not heal a construct creature. The current spell repairs an object.
- There is no weight limit on the whole object; the explicit size limit applies to the single break or tear.
- The spell has no saving throw, attack roll, or Concentration requirement.
- There is no higher-level or upcasting benefit.
Repeated Castings
Separate qualifying breaks can be repaired with separate castings. The spell does not expressly state that one oversized tear can automatically be divided into a succession of legal one-foot repairs, so a single break or tear larger than the stated limit remains a DM adjudication rather than an assumed loophole.
Mending — Pathfinder First Edition
Transmutation, 0-Level Spell
Spell Lists: Adept 0, Arcanist 0, Bard 0, Cleric 0, Druid 0, Hunter 0, Occultist 0, Oracle 0, Psychic 0, Shaman 0, Skald 0, Sorcerer 0, Spiritualist 0, Summoner 0, Unchained Summoner 0, Warpriest 0, Witch 0, Wizard 0.
Mending repairs a damaged object and restores 1d4 Hit Points to it. If the object has the broken condition, that condition is removed when the repair restores the object to at least half its original Hit Points.
All pieces of the object must be present. A damaged magic item can be repaired only if your caster level is equal to or higher than the item’s caster level.
A magic item destroyed at 0 Hit Points or fewer can have its physical form repaired, but Mending does not restore its lost magical abilities.
The spell does not affect creatures, including constructs. It has no effect on an object that has been warped or otherwise transmuted, although it can still repair damage suffered by such an object.
Mythic Mending: there is no official Pathfinder First Edition Mythic version of Mending, so none is added here.
Mending — D&D 3.5e
Transmutation
Mending repairs small breaks or tears in objects but does not correct warping. It can weld a broken metal object such as a ring, chain link, medallion, or slender dagger, provided the object has only one break.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined and restored to full physical strength. A small hole in a leather sack, wineskin, or similar object can likewise be closed.
The spell can physically repair a magic item but cannot restore lost magical abilities. It cannot repair broken magic rods, staffs, or wands, and it does not affect creatures, including constructs.
Mending Across Editions
| Edition | Casting | Object Limit | Repair Mechanic | Constructs |
|---|---|---|---|---|
| D&D 5.5e | 1 minute, Touch | One break or tear no larger than 1 ft. in any dimension | Repairs the qualifying break or tear; no object-HP roll | No construct-creature healing |
| Pathfinder 1e | 10 minutes, 10 ft. | One object up to 1 lb./level | Restores 1d4 hp and can remove the broken condition | Explicitly no effect |
| D&D 3.5e | 1 standard action, 10 ft. | One object up to 1 lb. | Material-specific repair of small breaks and tears | Explicitly no effect |
Preservation, Not Creation
The cleanest way to understand Mending is that it preserves existing workmanship. The spell is at its strongest when the thing that matters is still substantially present but its physical continuity has failed.
A snapped link, split strap, torn page, cracked container, broken buckle, divided key, fractured fitting, or similar failure can be an excellent target when it satisfies the rules of the chosen edition.
The spell becomes less certain when the problem is absence rather than separation. Missing metal, burned parchment, rotted leather, powdered pottery, corroded material, melted components, lost teeth from a key, or an entire absent section of an object cannot simply be assumed to grow back.
Mending repairs. It does not fabricate.
Mending and Magical Natural Philosophy
In the learned magical natural philosophy of 1454, Mending is a favourite introductory demonstration of the difference between continuity, form, and substance.
A torn sheet of parchment remains substantially the same object even though its continuity has been broken. Bring the surviving pieces together and Mending may restore the division. Burn away half the parchment, however, and there is no surviving substance for the spell to reunite.
University masters use examples like these because the lesson reaches far beyond a cantrip: magic that repairs a relationship between surviving parts is not automatically magic that creates matter, restores information, or reverses destruction.
Apprentices who understand that distinction are less likely to mistake Mending for Reforge, fabrication magic, or a general restoration effect. Reforge changes the shape and function of existing metal; Mending restores qualifying physical damage. Neither spell makes skilled workmanship irrelevant.
Practical Uses
Mending is most useful when a small failure is noticed before it becomes a large one.
- Repair a snapped buckle or harness fitting before a mounted journey continues.
- Close a torn dispatch case before rain reaches the papers inside.
- Repair a qualifying break in a key, clasp, link, container, strap, or fitting.
- Preserve a damaged manuscript when the original material is still present.
- Restore a small piece of camp, workshop, household, or military equipment within the edition’s limits.
- Repair qualifying physical damage to a magic item without treating that repair as restoration of lost enchantment.
In 5.5e, the one-minute casting time is itself a meaningful limitation. Mending is usually maintenance, salvage, preservation, and problem-solving magic rather than an emergency combat repair.
Pathfinder gives the spell a different practical identity. Its ten-minute casting time makes Mending a deliberate repair procedure, while its 1d4 object Hit Point recovery gives it a direct mechanical relationship with damaged equipment.
Common Mending Rulings
Can Mending replace a missing piece?
Pathfinder First Edition answers this directly: all pieces must be present. The 5.5e spell repairs a break or tear but does not say that it creates replacement matter. If part of an object is missing, treating Mending as regeneration of that lost substance goes beyond the spell’s stated function.
Can Mending repair a broken weapon or armour?
A weapon, armour component, shield fitting, or similar object can be repaired when its damage satisfies the target and repair rules of the chosen edition. That does not automatically remove every penalty associated with damaged equipment unless that edition provides a rule for doing so.
Pathfinder is explicit: its broken condition is removed only when the object has been restored to at least half its original Hit Points.
Can Mending repair a magic item?
Yes, within the limits of the edition, but physical repair and magical restoration are different things.
In 5.5e, Mending can physically repair a magic item but cannot restore lost magic. Pathfinder additionally requires the caster’s caster level to equal or exceed the magic item’s caster level. D&D 3.5e permits physical magic-item repair but specifically excludes broken magic rods, staffs, and wands.
Can Mending heal a construct?
Not under the versions presented here. The current 5.5e spell repairs an object and does not provide a rule for healing a construct creature. Pathfinder First Edition and D&D 3.5e explicitly state that Mending does not affect creatures, including constructs.
Can Mending undo Warp Wood?
No in the legacy rules. D&D 3.5e specifically excludes warping from Mending’s repairs, and Pathfinder states that Mending has no effect on an object that has been warped or otherwise transmuted.
Where its own rules permit it, Warp Wood can unwarp wood rather than treating Mending as a universal counter to magical changes of form.
Does Mending remove rust, rot, burning, or corrosion?
Not automatically. These problems are not necessarily discrete breaks or tears. Mending should not become a general restoration effect that recreates matter consumed by fire, decay, corrosion, dissolution, crushing, or other destructive processes.
Can repeated Mending castings repair a large object?
In 5.5e, the size of the whole object is not the stated restriction; the single break or tear is. Separate qualifying breaks can therefore be repaired separately.
A single oversized break, however, is not expressly authorised merely because the caster declares it to be several smaller breaks. That remains a DM adjudication.
Can Mending repair torn parchment or a damaged manuscript?
A physical tear can be repaired when it satisfies the edition’s normal rules. Mending reunites surviving material; it does not recreate information that no longer exists.
A manuscript with both torn halves present may become physically whole again. Missing parchment, burned-away text, scraped-off writing, erased ink, lost illumination, and absent pages do not return merely because the surviving material is repaired.
This distinction matters in libraries, universities, scriptoria, chancelleries, merchant houses, and courts. Repairing the object is not the same thing as restoring its lost information.
Can Mending restore a broken seal?
Potentially, but only as an ordinary physical repair. If the seal itself is a valid object and its damage satisfies the chosen edition’s normal limits, its surviving material may be reunited.
Mending does not create missing wax, reproduce an absent impression, authenticate a seal, prove who originally impressed it, identify who broke it, or establish whether a document was opened.
In a world where repair magic is known, an apparently unbroken cord, fastening, case, or seal is therefore not perfect proof that it has never been disturbed.
Mending, Craft, and the Guilds
Mending does not make craftsmen obsolete because it cannot perform most of the work that makes a finished object valuable in the first place.
A smith still forges the hinge, blade, buckle, spring, nail, or fitting. A saddler selects, cuts, stitches, shapes, and fits leather. An armourer understands articulation, fastening, balance, protection, and the body of the wearer. A bookbinder replaces missing boards, parchment, leather, thread, clasps, and structure. A gunsmith fits and maintains the mechanisms of a firearm.
Mending becomes valuable after that workmanship has suffered a limited failure.
In the Free Imperial Cities there is no single universal law governing paid magical repair. Guild attitudes vary from city to city and trade to trade. Some masters accept Mending as another workshop technique when used by a trained craftsman. Others restrict commercial spell-repair, demand guild membership, or object when itinerant casters sell repairs that compete with local workshops.
The disagreement is economic and professional rather than proof that magic has replaced craft. A repaired buckle is still a buckle somebody first had to make.
Military and Expeditionary Use
Mending’s military value is mostly logistical. Armies depend on thousands of small objects whose failure can halt movement or turn inconvenience into disaster: straps, harness, chains, buckles, scabbards, containers, tackle, tool fittings, wagon equipment, weapon fittings, and pieces of protective equipment.
Quartermasters, mercenary companies, siege trains, artillery crews, couriers, and expeditions therefore value spellcasters who can preserve equipment before a minor failure becomes the loss of an expensive object.
That usefulness remains sharply bounded. Mending does not manufacture replacement shot, powder, wheels, barrels, springs, harness, timber, iron fittings, or other supplies an army consumes.
Mending and Firearms
Mending already has a direct place in SpiralWorlds Firearms rules. The Reliable firearm special ability requires Mending in its construction, while Greater Reliable requires Make Whole.
That relationship suits Mending particularly well. The spell belongs to a magical culture of maintenance, sound construction, and preventing small mechanical failures. It does not mean that every firearm malfunction or destroyed weapon can be removed by casting the cantrip; the ordinary Mending rules still determine what the spell itself can repair.
Documents, Seals, and Evidence
Mending has consequences far beyond workshops because administration depends on physical objects: letters, folded documents, bindings, cords, seals, cases, ledgers, warrants, contracts, receipts, and diplomatic packets.
A chancery that knows repair magic exists cannot assume that physical intactness proves an object was never damaged. A repaired tear can disappear. A qualifying broken fastening may be restored. A damaged case might cease to advertise that it was forced.
Yet Mending is not a perfect tool for forgery or evidence destruction. It does not create missing substance, reproduce absent text, authenticate handwriting, duplicate a seal matrix, replace missing wax, establish provenance, or erase witness testimony.
For courts and investigators, the spell changes one assumption rather than destroying the possibility of evidence: “unbroken now” does not always mean “never broken.”
Mending in 1454
Mending is one of the quiet spells on which magical civilisation depends. A court magician may command much greater transformations, but an apprentice who can restore a snapped buckle, torn dispatch case, cracked container, or broken key possesses magic whose value ordinary people understand immediately.
Learned natural philosophers teach it as a lesson in limits. The spell may restore continuity where material survives, but it does not supply substance that has ceased to exist. The distinction is simple enough for a novice and profound enough to matter throughout the study of transmutation.
For craftsmen, Mending is preservation rather than replacement. Smiths, saddlers, armourers, bookbinders, gunsmiths, locksmiths, joiners, and other masters remain necessary because the spell cannot design a fitting, select material, shape a new component, correct poor workmanship, reproduce a missing mechanism, or create a finished object from raw stock.
For households, merchants, scholars, soldiers, travellers, and civic offices, however, even limited repair magic can prolong the life of expensive goods and preserve things that cannot easily be replaced.
Repair as Sacred Craft
Not every magical tradition regards repair as mere convenience. Within traditions associated with Goibhniu, mending useful things can carry moral and sacred significance.
Goibhniu’s cult honours honest workmanship, battle repair, useful tools, and the preservation of sound craft. A damaged shield restored for a defender, a tool returned to service, or useful workmanship preserved rather than wastefully discarded can therefore carry meaning beyond its monetary value.
This is a cultural tradition, not a universal magical law. A Florentine artisan, German guild master, Celtic smith-priest, university natural philosopher, military quartermaster, and wandering hedge magician may all use the same cantrip while understanding its significance very differently.
Related Magic and Equipment
- Prestidigitation — handles minor cleaning, presentation, and other small magical effects; Mending repairs actual physical damage.
- Make Whole — the stronger legacy repair spell for damage beyond Mending’s limited reach.
- Warp Wood — important because legacy Mending specifically does not simply undo warping or transmutation.
- Reforge — reshapes existing metal and changes its form; Mending preserves or restores qualifying existing workmanship.
- Firearms — Reliable firearms require Mending in their construction, while Greater Reliable requires Make Whole.
- Goibhniu — the divine smith’s traditions connect honest workmanship, battle repair, preservation, and readiness.
Rules Sources and Licensing
The three rules blocks above are deliberately separated because they come from different open rules sources and should not be blended mechanically.
D&D 5.5e / SRD 5.2.1: this page uses material from the System Reference Document 5.2.1 by Wizards of the Coast LLC under the Creative Commons Attribution 4.0 International Licence. The official rules source is available through the D&D System Reference Document.
The 5.5e material on this page has been reorganised and supplemented with original SpiralWorlds explanatory text, rulings guidance, examples, and campaign material.
Pathfinder 1e and D&D 3.5e Open Game Content
The Pathfinder First Edition and D&D 3.5e rules material is derived from Open Game Content released under the Open Game License version 1.0a.
- Open Game License v1.0a © 2000 Wizards of the Coast, Inc.
- System Reference Document © 2000–2003 Wizards of the Coast, Inc.
- Pathfinder Roleplaying Game Core Rulebook © 2009 Paizo Publishing, LLC; author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder First Edition Mending reference • D&D 3.5e Mending reference • Open Game License v1.0a
