Parent Pages: Rules : Magic Items

Staff of the Magi

Enchantment Price: $143,300.

Base Enchantments

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

Zero Charge Enchantments

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

One Charge Enchantments

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

Two Charge Enchantments

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
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