Blue Mountain
Staff of the Magi
Magic Item Category:Rod, Staff, Wand
Class Restrictions:
(Who can use this item?)
All
Magic Item Name:Staff of the Magi
Power Level:8
Who Has This Item:No one
Attunement:15 days
This potent staff contains many spell powers and other functions. Some of its powers drain charges; others don't. the following powers do not drain charges:

Free Powers
These abilities do not use charges
  • detect magic - As the detect magic spell but staff must be pointed at a specific object within (MA x 1) feet.
  • light - Attuned wielder can cause the tip of the staff to glow with light from a dim glow to a light spell with a 30 foot radius.
  • protection form evil/good - Requires one full round of concentration to activate and will last for 10 rounds. Otherwise as the first level cleric spell protection from evil.

Simple Powers
Each of the following powers use one charge each and work as the spell of the same name as if cast by a rank 8 caster.
  • invisibility - As E&E spell
  • fireball - As Fire Mage spell, Fireball effect
  • lightning bolt - As Air Mage spell
  • opening - As E&E spell
  • pyrotechnics - As Fire Mage talent Fire Cantrips, any one effect per charge
  • web of entanglement - As E&E spell
  • wall of fire - as Fire Mage spell
  • counterspell minor magic - as Disenchanting Mage spell
  • passwall - As E&E spell

Significant Powers
These powers drain two charges per usage:
  • conjure elemental - As Earth Mage but can summon Air, Earth, Fire or Water elemental. Elemental will be Level 8.
  • counterspell major magic - as Disenchanting Mage spell
  • ice storm - As Air Mage
  • telekinesis - As SOTM spell
  • whirlwind - As the djinni ability

The staff of the magi adds a +10 bonus to all magic saves. It can be used to absorb wizard spell energy directed at its wielder (c.f. Rod of Absorption - Sorcerous), but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the staff does not communicate knowledge of the spell being cast as a rod of absorption does so the wielder may not know if it is GK, SK or Arcane. Absorbing spells is risky, but absorption is the only way this staff can be recharged.

Retributive strike is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all charges in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to ten times the number of charges in the rod (1 to 25), those between 10 feet to 20 feet take 8 x charges, and those 20 feet to 30 feet distant take 6 x charges. Successful magic saves indicate only one-half damage is sustained.

The wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him. This staff and the staff of power are the only magical items capable of a retributive strike.
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