This magic staff glows with a soft light, and gives access to White Magic. White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
Spells. The staff has 20 charges for the following properties. It regains 2d10 expended charges daily at dawn. While holding it, you can use an 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 modifier:
Cure Wounds (1 charge), Bless (1 charge), Protection from Good/Evil (1 charge), Detect Good/Evil (1 charge), Guiding Bolt (1 charge), Aid (1 charge), Heroism (1 charge), Healing Word (1 charge), Lesser Restoration (2 charges), Greater Restoration (3 charges), Revivify (3 charges), Dispel Magic (3 charges), Counterspell (3 charges), Remove Curse (3 charges), Dawn (4 charges), Circle of Power (5 charges), Sunbeam (6 charges).
- Special Spell - Regenerate (3 charges). You heal up to three creatures of your choice within range. At the start of each of the targets turns while in or out of combat, the selected creature heals 5 + your spellcasting modifier HP. This spell effect does not use your concentration, and the effect ends for all selected creatures after 1d6 turns have passed.
Blessed. Your HP maximum is raised by your level. You regain 1d6 HP at the start of each of your turns in combat. This effect if nullified while out of combat.
Preserve Life. As an action, you present this staff and evoke healing energy that can restore a number of hit points equal to five times your level. Choose any creatures within 30 feet of you, and divide those hit points among them as you see fit. You regain this ability after a long rest.
The mages of Amdapor devised the arcane art of white magick during the Fifth Astral Era to counter the destructive black magick of Mhachi sorcerers in the infamous War of the Magi. Focusing upon spells of restoration and purification, the practice of white magic led to great advances in Amdapori society. Intoxicated by their newfound power, however, they created ever more potent magicks to wield until the clash of eldritch energies upset the balance of nature, manifested great floods, and the realm was drowned by the Sixth Umbral Calamity. Both cities were lost, and the magicks that brought about the catastrophe thenceforth adjudged dangerous and forbidden. The ruins of Amdapor were swallowed by the forest - the city and its secrets concealed by the elementals of the Twelveswood.
Some five centuries past, the elementals relented, and allow the legacy of the Amdapori magi to be wielded by a chosen few. The Padjal, revered leaders of Gridania, have since served as the stewards of white magick.
This magic item was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.
Notes: spellcaster, Healing
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Posted Jan 1, 2024Alternate picture of a White Mage wielding the staff - https://static.wikia.nocookie.net/finalfantasy/images/8/8e/White_Mage_Artwork_XIV.png/revision/latest?cb=20170723180725
Shield of Faith (1 charge), Sanctuary (1 charge), Prayer of Healing (2 charges), Protection from Poison (2 charges), Aura of Vitality (3 charges), Haste (3 charges), Aura of Life (4 charges) and Aura of Purity (4 charges) are also added to the list of spells available.