Aluneth was once a being of pure arcane energy. An archmage, whose name is lost to time, bound the entity into the staff, channeling its destructive power to instead protect. The staff was passed down from archmage to archmage, until Aluneth was also lost in history.
Aluneth is a Chaotic Neutral weapon with an intelligence of 22, charisma of 16, and wisdom of 14. Being attuned to this weapon, for those rare enough to, allows you to speak telepathically with it in every language you speak.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to saving throws, and spell attack rolls.
The staff has 10 charges for the following properties.
The Staff does not regain charges in a normal manner if you do not regain charges throug spell absorption you can spent one of your spell slot instead to regain charges equal tot he slots level. Or you can sacrifice some of your life energy to regain one charge for each hit point spent.
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 10, the staff explodes…
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: magic missile (4 charges) dispel magic (2 charges), invisibility (2 charges), knock (2 charges).
Brute Magic. While holding the staff, you can use a bonus action to expend some of its charges to gain on the following effects for each charge spent:
- Extend. If the spell has a duration, the duration is doubled up to a maximum of 24 hours.
- Expand. If the spell has a range of 5 ft. or greater, the range is doubled. If it is a touch spell, it can be cast with a range of 30 ft.
- Empower. When rolling for damage, you can roll an additional [roll]1d8[/roll] and add it.
Notes: Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat
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