Skalli "Frostgaze"
Ring of Warmth,
Amarok´s Favor (Insignia of Claws),
Boots of the Winterlands,
Wand of the War Mage +1,
Pearl of Power,
Staff of Frost,
Bag of Tricks (Gray),
Amulet of Health,
Hook of Fisher's Delight,
Horn of Blasting,
Silver Raven Figurine of Wondrous Power,
Helm of Telepathy,
Eyes of Minute Seeing,
Hat of Disguise,
Piwafwi,
Wand of Web,
Moon Sickle +1,
Frostwolf Armor (Smoldering Breastplate),
Quiver of Ehlonna,
Mithral Armor,
Gray Bag of Tricks,
Trident +2,
Professor Skant,
Alchemy Jug,
Vassavicken's Greataxe,
Chardalyn Ring of the Ram,
Bag of Holding,
Mantle of Spell Resistance,
Chardalyn Staff of Charming,
Thermal Cube,
Driftglobe,
The Trophy of Good Luck (Stone of good luck),
Abracadabrus,
Staff of Power
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2025-05-17 20:00 | DDHC-RotF 06 - Caves of Hunger | 38 | 1 | 10 | Show | |||
Loot:Thermal Cube By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level! |
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2025-05-23 21:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 39 | 10 | Driftglobe, The Trophy of Good Luck (Stone of good luck) | Show | |||
Teilnehmer: Info: Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.) Loot: Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. The Trophy of Good Luck (Stone of good luck) The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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2025-05-30 20:13 | DDHC-RotF Chapter 7: Doom of Ythryn | 40 | 10 | Show | ||||
Teilnehmer: Info: History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants. Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist. Loot: Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you. Chime of Opening This item has a single use remaining. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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2025-06-10 20:06 | DDHC-RotF Chapter 7: Doom of Ythryn | 41 | 10 | Show | ||||
Teilnehmer: Info: In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once. Loot: Necklace of Fireballs (6xBeads) This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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2025-06-24 20:05 | DDHC-RotF Chapter 7: Doom of Ythryn | 42 | 10 | Show | ||||
Teilnehmer: Info: Ythryn was under the command of a lich named Iriolarthas. He was obsessed with finding relics and magic from Faerûn’s ancient past. Loot: Charm of Project Image Bag of Beans (4) Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. 1d6+6 shriekers sprout. |
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2025-07-04 20:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 43 | 1 | 10 | Show | |||
Teilnehmer: Info: Loot:
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2025-07-18 21:15 | DDHC-RotF Chapter 7: Doom of Ythryn | 44 | 10 | Abracadabrus, Staff of Power | Show | |||
Teilnehmer: Info: The city was held aloft by the Ythryn mythallar (area Y23). Up to eight mages could attune to this device at one time. If all of them agreed, they could use its power to move the city through the skies or control the weather for miles around it. Loot: The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: alarm 2nd arcane lock 3rd animate dead 4th arcane eye 5th Bigby's hand 6th create undead 7th create magen 8th demiplane 9th blade of disaster Abracadabrus An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. Staff of Power This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). 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. |
Date Played | Adventure Title | Tier ▼ | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2025-05-17 20:00 | DDHC-RotF 06 - Caves of Hunger | 38 | 10 | Show | ||||
Loot:Thermal Cube By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level! |
||||||||
2025-05-23 21:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 39 | 10 | Show | ||||
Teilnehmer: Info: Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.) Loot: Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. The Trophy of Good Luck (Stone of good luck) The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||||
2025-05-30 20:13 | DDHC-RotF Chapter 7: Doom of Ythryn | 40 | 10 | Show | ||||
Teilnehmer: Info: History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants. Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist. Loot: Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you. Chime of Opening This item has a single use remaining. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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2025-06-10 20:06 | DDHC-RotF Chapter 7: Doom of Ythryn | 41 | 10 | Show | ||||
Teilnehmer: Info: In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once. Loot: Necklace of Fireballs (6xBeads) This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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2025-06-24 20:05 | DDHC-RotF Chapter 7: Doom of Ythryn | 42 | 10 | Show | ||||
Teilnehmer: Info: Ythryn was under the command of a lich named Iriolarthas. He was obsessed with finding relics and magic from Faerûn’s ancient past. Loot: Charm of Project Image Bag of Beans (4) Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. 1d6+6 shriekers sprout. |
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2025-07-04 20:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 43 | 10 | Show | ||||
Teilnehmer: Info: Loot:
|
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2025-07-18 21:15 | DDHC-RotF Chapter 7: Doom of Ythryn | 44 | 10 | Show | ||||
Teilnehmer: Info: The city was held aloft by the Ythryn mythallar (area Y23). Up to eight mages could attune to this device at one time. If all of them agreed, they could use its power to move the city through the skies or control the weather for miles around it. Loot: The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: alarm 2nd arcane lock 3rd animate dead 4th arcane eye 5th Bigby's hand 6th create undead 7th create magen 8th demiplane 9th blade of disaster Abracadabrus An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. Staff of Power This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). 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. |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2025-05-17 20:00 | DDHC-RotF 06 - Caves of Hunger | 38 | 10 | Show | ||||
Loot:Thermal Cube By vanquishing the Orthon, which Avarice has employed to thwart the parties advance into Ythrin, the characters have reached 10th Level! |
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2025-05-23 21:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 39 | 10 | Driftglobe, The Trophy of Good Luck (Stone of good luck) | Show | |||
Teilnehmer: Info: Haben mehrere Tower untersucht und ein Kettenblitz-Spiel gespielt und dabei eine Trophehe erhalten. (Osric ist auf den Bänken dabei eingenickt.) Loot: Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. The Trophy of Good Luck (Stone of good luck) The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||||
2025-05-30 20:13 | DDHC-RotF Chapter 7: Doom of Ythryn | 40 | 10 | Show | ||||
Teilnehmer: Info: History: The wizards of Ythryn were on a mission to find relics and ruins of Ostoria, a 40,000-year-old empire of spellcasting giants. Dieser Ort scheint an Elrics ganzem "Sein" zu zehren, er wirkt alt und erschöpft. Dardurch das er ein Clon ist. Loot: Charm of the Illusionist. This charm allows you to cast the minor illusion cantrip as an action at will. After 24 hours, this charm vanishes from you. Chime of Opening This item has a single use remaining. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
||||||||
2025-06-10 20:06 | DDHC-RotF Chapter 7: Doom of Ythryn | 41 | 10 | Show | ||||
Teilnehmer: Info: In the center of the interior, crystal mannequins draped in finery encircle an empty pedestal. If a creature steps onto the pedestal, an illusion of a magnificently dressed human flickers to life before them and introduces itself as Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to create the robe, spin any illusory design or effect into the garment. On completion, they drape the robe over the creature’s shoulders and ascend back to their lair. Each guest can gain this benefit only once. Loot: Necklace of Fireballs (6xBeads) This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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2025-06-24 20:05 | DDHC-RotF Chapter 7: Doom of Ythryn | 42 | 10 | Show | ||||
Teilnehmer: Info: Ythryn was under the command of a lich named Iriolarthas. He was obsessed with finding relics and magic from Faerûn’s ancient past. Loot: Charm of Project Image Bag of Beans (4) Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. 1d6+6 shriekers sprout. |
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2025-07-04 20:00 | DDHC-RotF Chapter 7: Doom of Ythryn | 43 | 10 | Show | ||||
Teilnehmer: Info: Loot:
|
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2025-07-18 21:15 | DDHC-RotF Chapter 7: Doom of Ythryn | 44 | 10 | Abracadabrus, Staff of Power | Show | |||
Teilnehmer: Info: The city was held aloft by the Ythryn mythallar (area Y23). Up to eight mages could attune to this device at one time. If all of them agreed, they could use its power to move the city through the skies or control the weather for miles around it. Loot: The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: alarm 2nd arcane lock 3rd animate dead 4th arcane eye 5th Bigby's hand 6th create undead 7th create magen 8th demiplane 9th blade of disaster Abracadabrus An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. Staff of Power This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). 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. |