Parent Pages: Rules : Magic Items
Enchantment Price: $143,300.
| Enchantment | Charge Cost | Notes | Price |
|---|---|---|---|
| Enchant (Staff Level 2) | 0 | Assumes a Quarterstaff; adjust if required Strip out Affliction, use afflicted Advantages directly Must Be Wielded (Any Wizard Can Use) [-20%] | $80 |
| Enchant (Resistance Level 2) | 0 | Strip out Affliction, use afflicted Advantages directly Remove all of resistance bonus except IQ+1 Must Be Wielded (Any Wizard Can Use) [-20%] | $6,000 |
| Enchant (Spell Absorption Level 1) | 0 | Remove Only if The Energy Produced Can be Stored from Static [+60%] Add Attempting to Overcharge Staff Triggers Self-Destruct to Static [-80%] Must Be Wielded (Any Wizard Can Use) [-20%] Internal Energy Reserve Only on Regeneration [-30%] | $33,000 |
| Enchant (Self-Destruct Level 8) | 1-40 | Strip out Affliction, use afflicted Advantages directly Cosmic (Irresistible Attack) [+300%] Variable (Damage, Uses All Remaining Energy) [+5%] Only Draws From Internal Energy Reserve [-5%] Uncontrollable Trigger (Attempting to Overcharge the Staff, Very Common) [-45%] | $26,000 |
| Enchant (Plane Shift Level 1 Carry Level 4) | 0 | Strip out Affliction, use afflicted Advantages directly Cosmic (No Die Roll Required) [+100%] Reflexive [+40%] Bombardment (10 or less) [-15%] Uncontrollable (Destination) [-30%] Uncontrollable Trigger (Staff Self-Destruct, Very Common) [-45%] Unconscious Only [-20%] Must Be Wielded (Any Wizard Can Use) [-20%] One Time Only [x1/5] | $480 |
| Enchantment | Charge Cost | Notes | Price |
|---|---|---|---|
| Enchant (Detect Magic Level 1) | 0 | Must Be Wielded (Any Wizard Can Use) [-20%] | $280 |
| Enchant (Mage Sight Level 1) | 0 | Not Always On [+10%] Must Be Wielded (Any Wizard Can Use) [-20%] | $80 |
| Enchant (Hold Portal Level 3) | 0 | Must Be Wielded (Any Wizard Can Use) [-20%] | $320 |
| Enchant (Light Level 4) | 0 | Based on Magic (Transmutation) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] | $800 |
| Enchant (Protection From Evil Level 2) | 0 | Based on Magic (Protection) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] | $840 |
| Enchant (Protection From Good Level 2) | 0 | Based on Magic (Protection) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] | $840 |
| Enchant (Protection From Summoned Beings Level 2) | 0 | Based on Magic (Protection) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] | $840 |
| Enchantment | Charge Cost | Notes | Price |
|---|---|---|---|
| Enchant (Invisibility Level 2) | 1 | Based on Magic (Illusion) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $1,800 |
| Enchant (Fireball Level 4) | 1 | Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $440 |
| Enchant (Explosive Fireball Level 6) | 1 | Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $1,640 |
| Enchant (Knock Level 2) | 1 | Based on Magic (Transmutation) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $520 |
| Enchant (Lightning Bolt Level 8) | 1 | Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $1,680 |
| Enchant (Pyrotechnics Level 1) | 1 | Based on Magic (Transmutation) [+20%] Must Be Wielded (Any Wizard Can Use) [-20%] Only Draws From Internal Energy Reserve [-5%] | $1,460 |
| Enchant (Hail Storm Level 1) | 1 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $900 |
| Enchant (Freezing Rain Level 1) | 1 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $7,100 |
| Enchant (Web Level 4) | 1 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $2,200 |
| Enchant (Wall of Fire Level 4) | 1 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $800 |
| Enchant (Negate Magic Level 2) | 1 | Based on Magic (Meta) [+20%] Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $2,200 |
| Enchant (Passwall Level 1) | 1 | Based on Magic (Transmutation) [+20%] Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $2,380 |
| Enchantment | Charge Cost | Notes | Price |
|---|---|---|---|
| Enchant (Djinni Whirlwind Level 4) | 2 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $46,000 |
| Enchant (Summon Air Elemental Level 1) | 2 | Add Based on Magic (Summoning) to Affliction [+20%] Must Be Wielded (By Any Wizard) [-20%] Limited Use (Once a Day) [-40%] Only Draws From Internal Energy Reserve [-5%] | $1,100 |
| Enchant (Summon Earth Elemental Level 1) | 2 | Add Based on Magic (Summoning) to Affliction [+20%] Must Be Wielded (By Any Wizard) [-20%] Limited Use (Once a Day) [-40%] Only Draws From Internal Energy Reserve [-5%] | $1,100 |
| Enchant (Summon Fire Elemental Level 1) | 2 | Add Based on Magic (Summoning) to Affliction [+20%] Must Be Wielded (By Any Wizard) [-20%] Limited Use (Once a Day) [-40%] Only Draws From Internal Energy Reserve [-5%] | $1,100 |
| Enchant (Summon Water Elemental Level 1) | 2 | Add Based on Magic (Summoning) to Affliction [+20%] Must Be Wielded (By Any Wizard) [-20%] Limited Use (Once a Day) [-40%] Only Draws From Internal Energy Reserve [-5%] | $1,100 |
| Enchant (Plane Shift Level 2 Carry Level 4) | 2 | Based on Magic (Transmutation) [+20%] Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $2,660 |
| Enchant (Telekinesis Level 10) | 2 | Must Be Wielded (By Any Wizard) [-20%] Only Draws From Internal Energy Reserve [-5%] | $560 |