User:
Klaus K.
DCI:
4320812635
Character:
Tylus Netherridge
Name:
Staff of the Magi - L-AT
Rarity:
legendary
Location:
Table:
Result:
Included in Count?:
true
Source:
Notes:
Staff of the Magi
Staff, legendary (requires attunement by a sorcerer,
warlock, or wizard)
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
with it. While you hold it, you gain a +2 bonus to
spell attack rolls.
The staff has 50 charges for the following
properties. It regains 4d6 + 2 expended charges
daily at dawn. If you expend the last charge, roll a
d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you
have advantage on saving throws against spells. In
addition, you can use your reaction when another
creature casts a spell that targets only you. If you do,
the staff absorbs the magic of the spell, canceling its
effect and gaining a number of charges equal to the
absorbed spell’s level. However, if doing so brings
the staff’s total number of charges above 50, the staff
explodes as if you activated its retributive strike (see
below).
Spells. While holding the staff, you can use an
action to expend some of its charges to cast one of
the following spells from it, using your spell save DC
and spellcasting ability: conjure elemental (7
charges), dispel magic (3 charges), fireball (7th-level
version, 7 charges), flaming sphere (2 charges), ice
storm (4 charges), invisibility (2 charges), knock(2
charges), lightning bolt (7th-level version, 7
charges), passwall (5 charges), plane shift (7
charges), telekinesis (5 charges), wall of fire (4
charges), or web (2 charges).
You can also use an action to cast one of the
following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce,
light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break
the staff over your knee or against a solid surface,
performing a retributive strike. The staff is
destroyed and releases its remaining magic in an
explosion that expands to fill a 30-foot-radius sphere
centered on it.
You have a 50 percent chance to instantly travel to
a random plane of existence, avoiding the explosion.
If you fail to avoid the effect, you take force damage
equal to 16 × the number of charges in the staff.
Every other creature in the area must make a DC 17
Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it
is from the point of origin, as shown in the following
table. On a successful save, a creature takes half as
much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty
stone staff offers tremendous magical power - and
all it asks is that you honor Ubtao in the process.
This item can be found in the Dungeon Master’s
Guide