Trying to work out how a Magister from Faerun ended up in my Homebrew setting. Any thoughts about this would be helpful. Just want to see what you guys come up with.
I just had a read throught he Magister wiki (https://forgottenrealms.fandom.com/wiki/Magister) and seems a lot of these magisters end up as magical items or as a gate, They all seem to be 20th level spell casters so really anything goes, you could use it as a general mcguffin when you need something to happen or maybe have it as a secret meta plot for the party to uncover.
So my thought would be a magister became a shadowstaff (artifact level magic item) and was taken through a planar gate by a champion of Mystra, things go wrong, the champion dies and the shadowstaff finds its way into the hands of a young spellcaster. What the magister/shadowstaff doesn't know or can't remeber is that it was sent through the gate in an attempt to seal it so Asmodeus and his infernal legions could not gain access to Faerun.
So you have a young spellcaster (preferably Wizard and one of the party) who has a magical satff that occasion talks to them telepathically but otherwise hides all its artifact magical abilities and gradually reveals its other powers as the spell caster gains levels. The magister/shadowstaff's goal is to get back to Faerun so needs the Spell casterto be powerful enough to cast a Planeshift spell. A little twist could be that should the magister/shadowstaff ever be planeshifted the gate will open again and thus allow Asmodeus etc to gain access to the matreial plane (either your homebrew campaign world or faerun), so if the party decided to help the magister get home then they also have to find a way to keep the gate closed.
You then treat the magister a a mentor/pseudo warlock patron. It gives advice to the spellcaster, maybe responsible for teaching them a spell or three as they gain levels.
As long as the spellcaster is attuned to the staff, a few powers it could have would be:
Telepathy: The magister can speak telepathically to the spell caster as long as they are holding the staff.
Dream: once per moneth the magister can appear in the spell casters dream as if it ad cast the Dream spell.
Metamagic: once per week the magister could grant the spellcaster a sorcery point and a metamagic, or might just augment a spell as it is cast without notifying the spell caster, this could give some good roleplay aspects as the spellcaster holding the staff might suddenly get a surge of power and find their cantrip suddenly gets Twinned or a Fireball gets Maximised etc.
Impart knowledge: Once per week the Shadowstaff could grant advantage on Intelligence based checks for 1 hour.
If you limit its abilities then it can serve as a little plot point now and then but shouldn't overtly influence the pc's adventures to much unless they actively decide to help the magister...or just sell the staff for some quick coin.
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Trying to work out how a Magister from Faerun ended up in my Homebrew setting. Any thoughts about this would be helpful. Just want to see what you guys come up with.
I just had a read throught he Magister wiki (https://forgottenrealms.fandom.com/wiki/Magister) and seems a lot of these magisters end up as magical items or as a gate, They all seem to be 20th level spell casters so really anything goes, you could use it as a general mcguffin when you need something to happen or maybe have it as a secret meta plot for the party to uncover.
So my thought would be a magister became a shadowstaff (artifact level magic item) and was taken through a planar gate by a champion of Mystra, things go wrong, the champion dies and the shadowstaff finds its way into the hands of a young spellcaster. What the magister/shadowstaff doesn't know or can't remeber is that it was sent through the gate in an attempt to seal it so Asmodeus and his infernal legions could not gain access to Faerun.
So you have a young spellcaster (preferably Wizard and one of the party) who has a magical satff that occasion talks to them telepathically but otherwise hides all its artifact magical abilities and gradually reveals its other powers as the spell caster gains levels. The magister/shadowstaff's goal is to get back to Faerun so needs the Spell casterto be powerful enough to cast a Planeshift spell. A little twist could be that should the magister/shadowstaff ever be planeshifted the gate will open again and thus allow Asmodeus etc to gain access to the matreial plane (either your homebrew campaign world or faerun), so if the party decided to help the magister get home then they also have to find a way to keep the gate closed.
You then treat the magister a a mentor/pseudo warlock patron. It gives advice to the spellcaster, maybe responsible for teaching them a spell or three as they gain levels.
As long as the spellcaster is attuned to the staff, a few powers it could have would be:
Telepathy: The magister can speak telepathically to the spell caster as long as they are holding the staff.
Dream: once per moneth the magister can appear in the spell casters dream as if it ad cast the Dream spell.
Metamagic: once per week the magister could grant the spellcaster a sorcery point and a metamagic, or might just augment a spell as it is cast without notifying the spell caster, this could give some good roleplay aspects as the spellcaster holding the staff might suddenly get a surge of power and find their cantrip suddenly gets Twinned or a Fireball gets Maximised etc.
Impart knowledge: Once per week the Shadowstaff could grant advantage on Intelligence based checks for 1 hour.
If you limit its abilities then it can serve as a little plot point now and then but shouldn't overtly influence the pc's adventures to much unless they actively decide to help the magister...or just sell the staff for some quick coin.