Fusible Sceptre of Magnetism

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Club 2 Icon.png

Fusible Sceptre of Magnetism
Club
Simple Weapon Proficiency

Minimum Level: 12
Bound to Account on Acquire
Base DamageGreyQuestion.png: 11.03
Damage: 1.40[1d6]+6
Damage Types: Bludgeon, Magic
Critical Roll: 20 / x2
Attack Mod: STR
Damage Mod: STR

Enchantments: 
  • Spellcasting Implement +12: Passive: +12 Implement bonus to Universal Spell Power.
  • +6 Enhancement Bonus: Weapons and Shields: +6 Enhancement Bonus Attack and Damage rolls. Armor and Shields: +6 enhancement bonus to Armor Class.
  • Lightning Lore +12%: Passive: Your Electric spells gain a +12% Equipment bonus to their chance to Critical Hit.
  • Magnetism +84: Passive: +84 Equipment bonus to Electric Spell Power.
  • Insightful Magnetism +42: Passive: +42 Insight bonus to Electric Spell Power.
  • Evocation Focus +3: Passive: +3 Equipment bonus to DC of Evocation spells.
  • Fusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Augments: 
Red Augment Slot: Empty

Material: This item is made out of: Wood
Hardness: 22 Durability: 170

This magical sceptre is attuned to Electric spells.
Base Value: 4,800 Platinum1 Copper 3 lbs