Staff, legendary (requires attunement by a Level 17 and above Spellcaster)

Aluneth can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.

Aluneth has 80 charges for the following properties. It regains 8d6 + 3 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 Aluneth , 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 hit points equal to the absorbed spell's level times five. However, if the amount of hit points healed in the same round exceeds the amount of charges available to Alunent at that current moment, any excess hit points healed will turn into damage to Alunent’s Wielder, this damage is necrotic damage. This damage ignores resistance and immunities.

Magical Sensory. While attuning to Alunent, you are able to sense the presence of any magical effect, spell, being, creature, object, or anything pertaining to magic in a 300ft radius circle centered on you that moves with you while you are attuned to Aluneth. This field of sensory pierces to the astral plane and ethereal plane too. You don’t need your five senses to be able to sense using this ability, while you close your eyes or are blinded, anything magical will be outlined by a prismatic colored aura around it that you will be able to see without vision. 

Magical Exchange. You can regain spell slots by using your hit points equal to ten hit points times the spell slot level you wish to regain. This ability is not able to regain any spell slots above 6th level.

Magical Vitalization. You can regain hit points by using your spell slots equal to your spell slot level you wish to use times ten. This ability is not able to use spell slots above 6th level to regain hit points.

Extra Proficiency. You gain Expertise in Arcana if you don’t already have it.

Adept Elemental Magic. When you cast a spell that deals a type of damage from the following list, you can spend 5 charges to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder, force.

Heightened Spellcaster. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 7 charges to give one target of the spell disadvantage on its first saving throw made against the spell.

Twinned Cast. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of charges equal to the spell's level to target a second creature in range with the same spell (1 charge if the spell is a cantrip).

Fastened Cast. A quickened spell is one that has a reduced casting time, from 1 action to 1 bonus action. When you cast a spell that has a casting time of 1 action, you can spend 5 charges to change the casting time to 1 bonus action for this casting.

Arcane Accuracy. Any spell attack gains advantage while you are attuned to Aluneth.

Attunement. You can only attune to the staff once you are level 17 or above, and gotten the Shard of the Prismatic Sea.

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 (7th-level version, 7 charges), counterspell (3 charges), fireball (9th-level version, 9 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), time stop (10 charges), prismatic wall (10 charges), antimagic field (8 charges), etherealness (7 charges), forcecage (7 charges), prismatic spray (7 charges), project image (7 charges), reverse gravity (7 charges), demiplane (10 charges), dominate monster (8 charges), earthquake (8 charges), feeblemind (8 charges), gate (10 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, teleport.

Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Advantage: Spell Attacks, Level 17 and above Spellcaster, Creation, Damage, Communication, Buff, Debuff, Utility, Combat

Previous Versions

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Item Tags: Creation Damage Communication Buff Debuff Utility Combat

Daurgothoth1

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