Construct Enchantments
Stored Spell 1
CL 1, Any construct
A chosen spell known by the enchanter is stored in the construct.
The spell must be CL 1.
Once per Rotation as a free action the Construct can cast this spell using its Intellect bonus.
Minor Illusion
CL 1, Any construct
A simple illusion can be placed the construct such as a design, a stylization, or something that lights up. These can be static or appear and disappear based on certain simple conditions.
Construct DR 1
CL 2, Any construct
The construct gains +30 DR
Construct Armor 1
CL 2, Any construct
The construct gains +2 Armor
Construct speed 1
CL 3, Any construct
The construct gains +5 feet to movement speed
Stored Spell 2
CL 3, Any construct
A chosen spell known by the enchanter is stored in the construct.
The spell must be CL 2.
Once per Rotation as a swift action the Construct can cast this spell using its Intellect bonus.
Tracking
CL 3, Any construct
Caster knows the location of the enchanted item at all times
Illusion
CL 3, Any construct
A basic illusion can be placed the item such as a fake mod, a complex stylization, or a series of lights and small mobile images. These can be static or appear and disappear based on certain conditions.
Self Repair 1
CL 3, Any construct
The construct heals 10 health per Rotation.
The construct can spend two consecutive full actions to restore 50 health.
Greater Illusion
CL 4, Any construct
A complex illusion can be placed the construct allowing any number of aesthetic changes up to making the weapon appear as a completely different item of the same size. These can be static or appear and disappear based on certain simple or complex conditions.
Construct Armor 2
CL 4, Any construct
The construct gains +4 Armor
Construct DR 2
CL 4, Any construct
The construct gains +60 DR
Stored Spell 3
CL 5, Any construct
A chosen spell known by the enchanter is stored in the construct.
The spell must be CL 3.
Once per Rotation as a full action the Construct can cast this spell using its Intellect bonus.
Construct Speed 2
CL 5, Any construct
The construct gains +10 feet to movement speed
Self Repair 2
CL 6, Any construct
The construct heals 20 health per Rotation.
The construct can spend two consecutive full actions to restore 100 health
Construct DR 3
CL 6, Any construct
The construct gains +90 DR
Construct Armor 3
CL 6, Any construct
The construct gains +6 Armor
Stored Spell 4
CL 7, Any construct
A chosen spell known by the enchanter is stored in the construct.
The spell must be CL 4.
Once per Rotation as a full action the Construct can cast this spell using its Intellect bonus.
Construct Armor 4
CL 8, Any construct
The construct gains +8 Armor
Construct DR 4
CL 8, Any construct
The construct gains +120 DR
Stored Spell 5
CL 9, Any construct
A chosen spell known by the enchanter is stored in the construct.
The spell must be CL 5.
Once per Rotation as a full action the Construct can cast this spell using its Intellect bonus.
Self Repair 3
CL 9, Any construct
The construct heals 30 health per Rotation.
The construct can spend two consecutive full actions to restore 150 health
Construct DR 5
CL 10, Any construct
The construct gains +150 DR
Construct Armor 5
CL 10, Any construct
The construct gains +10 Armor