Requires
Attunement by a
Sorcerer,
Warlock, or
WizardThis 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 x 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