Elva world illustration - High Fantasy theme
High Fantasy

Elva

I
IttyBitty

Elva is a vast world of unrealised potential, her inhabitants forgotten by their Gods.


Author's Note: Elva was once a world filled with the presence and recognition of Gods, of whom were active in the lives of the mortals who inhabited the lands. The world is filled wth life from blistering deserts, bubbling swamps, cavernous mountains, serene beaches, mysterious forests, and everything else in between. Elva, once named after the Goddess of life and earth, was the pride of the dieties and the inhabitants, while they did war, respected their dieties. However, like with most things, all good things must come to an end and Elva fell from favor from the Gods one by one. Why? Nobody knew. Had the Dieties grown bored? Had the peoples offended them? Was the world corrupted? Were the dieties held captive? Or perhaps, somehow, the magic of the world was dying? While a large population had grown used to a world without dieties, a devout populace was desperately trying to find their dieties and uncover why they all disappeared. Will you live the life of a villager trying to make ends meet? Maybe you are an adventurer looking for gems and forgotten treasures. Have you taken an interest in archeological discoveries? Perhaps you are a prince or princess trying to find love or trying to navigate the politics of an arranged marriage? Or... maybe... you are one of the few who are searching for the Gods and yearning for the day they return? The world is for you to discover.
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Created
186 days ago
Last Updated
1 days ago
VisibilityPublic
Staff of the Magi
LegendaryGear (Staff)
Staff of the Magi
Weight4.00 lb.

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 |

Details
TypeGear
CategoryStaff
RarityLegendary
Weight4.00 lb.
Cost0 Abyr
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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