Staff, legendary (requires attunement by a Wizard)

A staff of pale ashwood banded in rings of cold iron engraved with theorems in a language older than Common. It hums faintly in the presence of active magic. Those who carry it report that spells feel more obedient — and other wizards feel less so.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding the staff, you gain a +2 bonus to spell attack rolls and your spell save DC increases by 2.

The staff has 40 charges and regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges instead of being destroyed.

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. As a reaction when a spell that targets only you is cast by a creature you can see, you may attempt to absorb it. Make an ability check using your spellcasting ability against a DC equal to 10 + the spell's level. On a success, the spell is negated and the staff gains charges equal to the spell's level. On a failure, you take the spell's effects normally. If absorbing a spell would bring the staff's charges above 40, the excess is lost rather than stored; the staff cannot be pushed past its maximum through absorption. You may use this reaction a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Spells. While holding the staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus.

Spell Charges
Detect Magic 0
Mage Hand 0
Dispel Magic 3
Counterspell (at 5th level) 5
Banishment 4
Wall of Force 5
Disintegrate 6
Forcecage 7
Maze 8
Time Stop 9
Wish 10

Arcane Authority. While holding this staff, you may cast Counterspell without expending a spell slot or charges a number of times equal to your proficiency bonus per long rest. When you do, you may add your Intelligence modifier to the ability check if the spell being countered is of a level that would normally require one.

Theorems of Dominion. While attuned to this staff, you can cast spells that have a casting time of 1 action as a bonus action, provided the spell targets only one creature and deals no damage. Once you use this feature, you cannot use it again until the start of your next turn.

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion. Each creature within 30 feet of you must make a DC 17 Dexterity saving throw. On a failed save, a creature takes force damage equal to 16 × the number of charges remaining in the staff. On a successful save, a creature takes half as much damage. You are also subjected to this effect if you fail a DC 17 Constitution saving throw. As an alternative, if you are a spellcaster, you may choose to be transported to a random plane of existence instead of taking this damage, landing in an unoccupied space on that plane.

Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Wizard

Willie_The_Powerful_1

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