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.