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.
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 Ă— 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: Spell Attacks, Bonus: Magic, Advantage: Saving Throws, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding
EYYYYYY I have this item
My character has that too
A druid wants to use it to gain the +2 to spell attack and damage rolls. The attunement rules say others can use it's non-magical effects, but not it's magical effects. So the effect concerning the +2 to spell attacks, does that counts as magical?
The +2 is magical.
Items are mundane normal versions of themselves unless attuned to. If your not the class the the item requires then you cannot attune to it. Therefore, the Druid cannot use it. As anything other than a normal non magic quarterstaff.
Raslin in dragonlance has this
I love dragonlance
Does it count as a magic item?
Yeah, I guess
lol season 8 everyone has this item that can afford the TP's which is really sad
I just noticed that the charge cost for conjure elemental (a 5th level spell) is 7, but for all the other spells the cost is equal to the level of the spell.
Is conjure elemental supposed to have the extra cost? Was the cost meant to be 5? Is it supposed to be upcasted at 7th level?
probably because it reduces the casting time from 1 minute to 1 action the cost is increased
I have this too. I am a gnome wizard who weighs 30 pounds, so I can use the staff to cast enlarge/reduce and reduce myself to 3.75 pounds, then I can cast mage hand, which can pick me up and carry me around because I now weigh less than 10 pounds. Both of those spells cost 0 charges, so I can use this staff to fly completely for free.
Keep in mind, the weight of the gear you're carrying must also be taken into account. And even then, it's iffy, as the mage hand spell description states that the hand can carry items, not creatures.
I am running a home campaign and as all wizards do, mine wants this item. My thoughts on this is to make it a quest to recover components, favors and gold to have one made but i am fuzzy on what components i should require. I have decided that the staff itself must be made from the wood of an ancient Trent and only if it is given freely, beyond that i am drawing a blank. If you all have some suggestions i would be most grateful to hear them. Thanks in advance...
My DM thought of those things too, so most of the time I give most of my stuff to my friends and have the mage hand carry an object that I am holding on to.
Yes. The +2 counts as magic
Is it possible to get the staffs charged lower than they are?
You're talking about the most powerful staff a wizard can have outside of an artifact. Take whatever each spell is and consider its main function/effect, then go nuts. For example, conjure elemental. To infuse the staff with this spell, you must first be able to cast the base spell, then have an essence of each of the base 4 elements taken from (or freely given) from an actual elemental from that plane. Or travel to that plane to obtain said essence. Ice Storm/Fireball/Lightning Bolt, have each one cast by a different mage of at least 14th level (or whatever you determine.) Have dispel magic be infused into the staff from a high priest of the god/goddess of magic (yes, convince a high priest of the god of magic to infuse an item with a spell to end magic.).
Just make each one halfway absurd, but not out of the realm of possibility. Its a quest in of itself that makes the end result worth it. And also makes the wizard a target because alot of people are going to know what you are up to.
When you give a level one wizard this legendary staff...
l really hope that my dm will give this to my wizard at some point!