Staff, legendary (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells

You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it:

Sentient

Abjur is a sentient weapon and has an Intelligence score of 15 a Wisdom score of 13 and a Charisma score of 17. He is a cursed neutral good staff that seeks to posses its wielder to find it's creator and protect those along its way that it deems to be good, particularly those who also wield arcane magics or are deemed weaker by it, that aid in it's pursuit. If the wielder does not aid Abjur and succeeds at a DC 15 Charisma save then Abjur will use his own essence to cast geas on the wielder to force them into helping it. The user will suffer as the spell for not obeying Abjurs need to find his creator.

Abjur can speak read and write Common, Draconic, and Elvish

Abjur has hearing and darkvision out to 120ft.

Abjur is desperate to find its creator. It will however not ignore the plights of the weak or fellow arcane wielders. However once a user succumbs to his will, Abjur's power is absolute. It is fueled by wild magic and as such if the user ever roles a natural 1 on any check involving INT, CHA, or WIS Abjur's hold is fractured and the user has a chance to free itself. If the user rolls a 10 or higher on the dice it has moved one step closer to freedom; if it roles a 9 or lower Abjur has the chance at regaining control. During this time the user must take its action to dodge while in this contest of wills, and can take no other action. If the user succeeds three times it is free or fails three times it is repossessed by Abjur. A natural 1 on the dice counts for two failures and a natural 20 counts as two successes. 

 

Notes: Bonus: Magic, Bonus: Spell Attacks, Charmed

arthurpeterson04

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