This artifact was crafted centuries ago, weaving together the wispy strands of shadow itself into a twisted black wooden staff. It seems to be partially made from actual shadow, its length darkly iridescent and at times transparent.
Description
The Shadowstaff is thought to have been created by Szass Tam, Zulkir of Necromancy perhaps in a joint effort with a powerful wizard named Halaster Blackcloak. It isn’t clear what the arrangement was between them or the purpose but the staff seems to have been made of very rare materials. The staff itself is rumored to be created from one of the metacarpels of an adult female shadow dragon named Nefraisic. It was taken from her while on the demi plane of shadow while still alive. It does not mention if the Dragon met her fate during the process or not. The top of the staff is mounted with a void opal. One of only five known to exist or have existed.
In 1328 DR, the Shadowstaff became the possession of Imrul Athelzedar, the new Magister of Mystra and protector of Noumea Drathchud.
In 1352 The Magister Imrul Athelzedar approached Noumea Drathchud, a librarian in SiIverymoon’s Vault of Sages, and took her as his apprentice.
In 1354 Blackstaff Tower was visited by an unassuming wizard who named himself simply “Im” who is a friend of Khelben’s. As it turns out, he was Imrul Athelzedar: the Magister of Mystra. He bestowed surreptitious gifts of spell scrolls on the apprentices before he and Khelben retired to catch up.
Later In 1354 The Magister, Imrul Athelzedar is attacked and killed by Eron Imgrym of Shiertalar. Imrul’s apprentice Noumea becomes Magister (reigns 1354 to current).
You find a reference that suggests that during 1354 DR there were several attempts by the Malaugrym (a.k.a. Shadowmasters) to steal the Shadow Staff and return it to the plane of Shadow. But you find other evidence that supports the idea the staff was actually given to the residents of Blackstaff Tower.
Eyewitness accounts from one of Volothamp Geddarm’s journals specifically details the staff as having been seen shooting bolts of darkness from its peak and summoning shadows to fight alone side its wielder.
A large golden inlaid tome named Elminster’s Ecologies of Shadows details many of the creatures to be found on the demi plane of Shadow. Shadow Dragons, Nightshades, Malaugrym and Shadows to name a few.
Powers
The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and advantage on Dexterity saving throws (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder suffers disadvantage on all attack rolls, saving throws, and checks.
The Shadowstaff can be wielded as a +3 quarterstaff that deals an extra 3d6 necrotic damage on a hit. Any creature hit by The Shadowstaff must make a DC 17 Wisdom saving throw or become blinded until the end of your next turn as the shadows pulse and writhe to obscure the target's vision.
The Shadowstaff also has these additional powers, usable a certain number of times per day, which reset at dusk:
- Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a create undead spell cast at 20th level
- Summon Nightshade: Once per month, the staff can summon a nightcrawler nightshade that serves the wielder as if called by a create undead spell cast at 20th level.
- Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by the gaseous form spell.
- Shadow Bolt: Three times per day the staff can project a bolt of pure shadow. Make a ranged spell attack against a single target within 100 feet. If it hits, the shadow bolt deals 10d6 points of necrotic damage.
Destroying the Staff
The Shadowstaff fades away to nothingness if it is exposed to the sunlight of Nirvana or the Celestial realms for a continuous 24-hour period. Alternatively, a creature in possession of the staff may try to break the staff over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30 foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force, necrotic, and cold damage on a failed save (split evenly), or half as much damage on a successful one. Any creature breaking the staff in this way has a 50% chance to be sent to the Plane of Shadow/Shadowfell, as the explosion of such concentrated darkness consumes them.
Notes: Bonus: Armor Class, Advantage: Dexterity Saving Throws, Disadvantage: Ability Checks, Disadvantage: Saving Throws, Disadvantage: Melee Attacks, Disadvantage: Ranged Attacks, Bonus: Melee Attacks, Damage: Necrotic, Cleric, Sorcerer, Warlock, or Wizard, Damage, Control, Buff, Utility, Combat, Bane
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