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Date Played
2024-06-24 19:05:00 UTC
2024-06-24 19:05:00 UTC
Downtime
-5.0
-5.0
Notes
Trocado item **Staff of the Magi** por **Sword of the Planes (Longsword)** com personagem Gaerl (https://www.adventurersleaguelog.com/users/29730/characters/106843). Gastaos 5 de DT pela troca.
Trocado item **Staff of the Magi** por **Sword of the Planes (Longsword)** com personagem Gaerl (https://www.adventurersleaguelog.com/users/29730/characters/106843). Gastaos 5 de DT pela troca.
Traded Magic Item
Staff of the Magi
Legendary
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.
Received Magic Item
Sword of the Planes (Longsword)
Legendary
*Weapon (Long Sword), legendary (requires attunement)*
You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.