Staff, artifact (requires attunement by a Sorcerer, Warlock, or Wizard)

A simple and unadorned staff of silvery metal. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls, and your spell save DC is increased by 2. The weapon is magical, but also includes the silvered property.

This staff is an enhanced version of the Staff of the Magi a sentient one. Magrim created it himself, using the World Forge at Sablespire. The weapon is Neutral Good in alignment, its personality an Echo of it's creator, Magrim Trismegistus. It has an Intelligence of 17, a Wisdom of 15, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. It has a beautiful, bell toned voice - distant and perfect. While you are attuned to it, Althamiel also understands every language you know.

Personality. The staff is a construct of Neutral Good, its purpose is to seek out and challenge evil in all its forms. It can be very insistent, but it is generally tolerant of the weaknesses of its bearers, and solicitous of their good health and welfare. It will not tolerate evil users, and can unleash some of its deadly spells in order to discourage such reprobates fro touching the staff's sacred metal.

The Spearhead. The first additional property is the ability to manifest a spearhead of various sizes from a standard dagger sized point to a glaive's much longer blade, allowing the staff to become a spear or glaive on speaking a command, and returning to staff form when it is spoken again.

Spell Storage. A very valuable property is the ability to store a single spell of any level. The spell may be released using the spell save DC of the caster including bonuses for the staff. Once used, this property is unavailable until the following dawn.This spell can also be stored from any spell absorbed using the Spell Absorption feature of the staff.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

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 50, the staff explodes as if you activated its retributive strike (see below).

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: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

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.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

 

Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Set: Extra Attacks, Bonus: Spell Save DC, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding

Item Tags: Damage Control Detection Combat Deception Warding

MagrimTrismegistus

Comments

Posts Quoted:
Reply
Clear All Quotes