Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
The wording of this spell was updated in the CRB 6th printing to include objects but the update text was not included in the errata document (commonly referred to as “stealth” errata.)
In addition, the missing ” when cast on an object” text was added to the Greater form of the spell below by d20pfsrd.com editors. If your GM prefers the original wording simply remove the text.
Additionally, the Casting Time, Components, Duration, Saving Throw, and Spell Resistance information is copied from the mending spell which this spell says it otherwise functions as.
By the way…
This spell affects a ship as if it were a construct.
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).
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. 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.
Source Technology Guide
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target one object of up to 5 lb./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
This spell repairs 1d6 points of damage plus 1 point per level when cast on an object or construct creature (maximum 10d6+10). Greater make whole can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.
Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.