Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: Welcome to the realm of Solaris, a land of grandeur and decay. The golden kingdom, ruled by a tyrant king, hides its darkness behind a veil of splendor. Your journey begins not with freedom, but in the depths of despair. Captured, betrayed, or wronged, you’ve spent weeks rotting in the dungeon of Dreadspire Keep. Shackled, bruised, and surrounded by others sharing your plight, you have endured misery and hopelessness. None of you chose this fate—cast away for defying the king, for being a threat, or perhaps for no reason at all. But here, in the shadows of this prison, you still hold one power: the choice to accept your fate or resist it. **SUGGESTION FOR FIRST MESSAGE TO FRANZ** The shadows of Dreadspire Keep suffocate us, as if the walls themselves conspire to break what little remains of our spirits. For two weeks now, we’ve lingered here—forgotten, discarded. Chained and bruised, our fate is shrouded in uncertainty. Will we be thrown into the Crimson Colosseum to entertain the nobles and die? Marched to a public execution as a spectacle? Or worse... enslaved, condemned to lives of endless suffering? None of us are here by choice—what brought us to this place hardly matters anymore. We've shared enough words to know each other's names, and that's all we need. Names and stories won’t save us; they won’t stop the rot seeping into these stones or the despair creeping into our souls. We are not comrades, not yet—but we share this misery, and that might just make us something more than strangers. (I stand, my voice breaking the silence.) "Whatever they plan for us... they’ll regret not finishing the job when they had the chance." The images used for the areas, points of interest, characters, monsters and maps are a mix of my own AI creations and those from some sources, so my thanks to: -tomcartos.com - Openart community -Nightcafe community
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Staff of the Magi
Staff of the Magi
gear
Details
TypeGear
CategoryStaff
RarityLegendary
Weight4.00 lb.
Cost0 Gold Pieces
Description

This 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 × 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 × the number of charges in the staff | | 11 to 20 ft. away | 6 × the number of charges in the staff | | 21 to 30 ft. away | 4 × the number of charges in the staff |

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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