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