Staff, legendary (requires attunement by a Sorcerer, Warlock, or Wizard)
This exquisite staff of ebony and ivory wood is detailed with golden filigree, boasting several radiant gemstones that levitate from their settings when surging with magic. Originally forged by an ancient conclave of wizards during a golden age of magic, it was hailed as a pinnacle of arcane craftsmanship. Following a devastating power struggle that sundered their order, the staff was lost to the sea. Legends claim that its immense magical resonance can still be heard echoing from within the heart of a great, unending whirlpool.
- Magicka Apexis: While attuned to this staff, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells.
- Mastery of the Arcane: Your understanding of the arcane deepens while attuned to this staff. When you cast a spell, you can choose to either maximize the spell's damage or impose Disadvantage on the saving throws made against it. You must make this choice before any rolls are made. You can use this property a number of times equal to your Spellcasting Ability modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Well of Magic: The staff has 20 charges and regains 1d10 + 5 expended charges daily at dawn. When you cast a damage-dealing spell from the staff and roll a 1 on a damage die, you can reroll the die and must use the new roll.
- Spells: While holding the staff, you can take a Magic action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and Spellcasting Ability:
- Magic Missile (1 charge)
- Scorching Ray (2 charges)
- Fireball (3 charges)
- Ice Storm (4 charges)
- Wall of Force (5 charges)
- Chain Lightning (6 charges)
- Prismatic Spray (7 charges)
- Earthquake (8 charges)
- Time Stop (9 charges)
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Warding
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