The construct school is uses arcane energies to summon, mend, and control constructs and similar creatures. The construct school complements the Clockwork Mage multiclass archetype.
Artificer's Touch (Sp)
You can cast mending at will, using your wizard level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two wizard levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Rapid Repair (Sp)
At 8th level, you can grant a number of rounds of fast healing 5 per day equal to your caster level upon a creature of the construct type that you touch. These rounds do not need to be consecutive. This ability is a standard action and otherwise functions as the rapid repair spell.
Construct School Spells
The following are considered spells of the Construct School.
0th—ghost sound, mending.
1st—animate rope, endure elements, grease, magic weapon, stonefist, summon monster I.
2nd—bull’s strength, cat’s grace, heat metal, locate object, make whole, resist energy, shatter, summon monster II, wood shape.
3rd—dispel magic, haste, heroism, keen edge, magic weapon (greater), protection from energy, stinking cloud, summon monster III.