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Staff of the Magi

D&D 5e · 2014·Staves·Legendary·Requires attunement

Staff of the Magi

Staff, Legendary · requires attunement


Type
Staves
Weight
Not specified
Attunement
Required
Attunement prerequisite
by a sorcerer, warlock, or wizard
Rarity
Legendary
Price
Not specified

Magic. While holding: use the spell/property-specific actions and charge costs below. 50 charges; recover 4d6 + 2 at dawn. On 20, regains 1d12 + 1 charges; no destruction-on-1 is specified.

What Staff of the Magi does

  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
Staff of the MagiStaff, 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 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
Full item details & properties

Magic properties

Activation
While holding: use the spell/property-specific actions and charge costs below. 50 charges; recover 4d6 + 2 at dawn. On 20, regains 1d12 + 1 charges; no destruction-on-1 is specified.
Consumable
No
2014 rules
While holding: use the spell/property-specific actions and charge costs below. 50 charges; recover 4d6 + 2 at dawn. On 20, regains 1d12 + 1 charges; no destruction-on-1 is specified.

Charges & recharge

Maximum charges
50
Recharge
4d6 + 2 expended charges, daily at dawn
Last charge
After spending last charge, roll d20. On 20, regains 1d12 + 1 charges; no destruction-on-1 is specified.

Spells & spell effects

Conjure Elemental
Level 5 · 7 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Dispel Magic
Level 3 · 3 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Fireball
Level 7 · 7 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Flaming Sphere
Level 2 · 2 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Ice Storm
Level 4 · 4 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Invisibility
Level 2 · 2 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Knock
Level 2 · 2 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Lightning Bolt
Level 7 · 7 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Passwall
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Plane Shift
Level 7 · 7 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Telekinesis
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Wall of Fire
Level 4 · 4 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Web
Level 2 · 2 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Arcane Lock
Level 2 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Detect Magic
Level 1 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Enlarge/Reduce
Level 2 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Light
Level 0 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Mage Hand
Level 0 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Protection from Evil and Good
Level 1 · 0 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.

Tags & related references

Related Spell: Arcane LockRelated Spell: Conjure ElementalRelated Spell: Detect MagicRelated Spell: Dispel MagicRelated Spell: Enlarge/ReduceRelated Spell: FireballRelated Spell: Flaming SphereRelated Spell: Ice StormRelated Spell: InvisibilityRelated Spell: KnockRelated Spell: LightRelated Spell: Lightning BoltRelated Spell: Mage HandRelated Spell: PasswallRelated Spell: Plane ShiftRelated Spell: Protection From Evil And GoodRelated Spell: TelekinesisRelated Spell: Wall Of FireRelated Spell: WebLegendary →Charged ItemMagicalOverflow ExplosionRequires AttunementSpell AbsorptionStaffStaff →

Staff of the Magi FAQ

Does Staff of the Magi require attunement?

Yes. You need to attune to this item to use the properties that require attunement.

Is the listed price a guaranteed purchase price?

The source does not specify a price for this entry. Ask your GM about availability and cost.

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0