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Magnetism

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Magnetism

Type: Prefix
Base price modifier: varies
Effect: Passive: +N Equipment bonus to Electric Spell Power.

  • For example I have a Magnetism effect that gives +60 Spell Power. Now my electric spells do 60% more damage compared to the base damage.
Found on

See Also:

Spell Power enchantments on items
Continuous effect (Equipment bonus) Temporary effect (Alchemical bonus) Affects
Combustion Inferno Fire Spells
Corrosion Erosion Acid Spells
Devotion Ardor Positive (Healing) Spells
Glaciation Freeze Cold Spells
Impulse Impact Force, Physical (Piercing, Slashing, Bludgeoning), and Untyped Spells
Magnetism Spark Electric Spells
Nullification Nihil Negative Energy Spells and Poison spells
Potency Efficacy All Spells (tends to be a smaller value at similar levels)
Radiance Brilliance Light and Alignment (Chaotic, Evil, Good, Lawful) Spells
Reconstruction Mending Repair Spells and Rust Spells
Resonance Cacophony Sonic Spells

Combined Spell Power

Certain, rare enchantments provide bonus Spell Power to multiple elements.

Lore Name Affected Elements
Power of Creeping Dust Acid + Cold
Power of the Blight Acid + Negative + Poison + Evil (Specifically Evil, not other alignments or Light)
Power of the Dark Restoration Positive + Negative + Poison
Power of the Firestorm Fire + Electric
Power of the Flames of Darkness Fire + Negative + Poison
Power of the Flames of Purity Fire + Light + Alignment
Power of the Frozen Depths Cold + Negative + Poison
Power of the Frozen Storm Cold + Electric
Power of the Frozen Thunderstorm Cold + Electric + Sonic
Power of the Moonlit Haunt Force + Negative + Poison
Power of the Sacred Ground Acid + Light + Alignment
Power of the Silver Flame Positive + Light + Alignment
Power of the Thunderstorm Electric + Sonic