Staff of the Magi
1d4B(1d8 two-handed)·Simple·Club·One or two-handed
Runes +3, major striking
Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff , and when wielding it you gain a +1 circumstance bonus to saving throws against spells.
Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an Interact action. This releases a 30-foot burst magical explosion centered on the staff. This deals 2d10 force damage per charge remaining in the staff (DC 40 reflex). You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a death effect.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- •1st Lock
- •2nd Enlarge, Revealing Light, Invisibility, Knock, Telekinetic Maneuver, Web
- •3rd Dispel Magic, Fireball, Lightning Bolt
- •4th Invisibility, Enlarge, Fireball, Wall of Fire, Web
- •6th Disintegrate, Dispel Magic, Fireball, Lightning Bolt
- •7th Cone of Cold, Magic Passage, Interplanar Teleport, Wall of Fire
- •8th Fireball, Mystic Armor
- •9th Dispel Magic, Falling Stars, Summon Dragon
Craft Requirements Supply one casting of all listed levels of all listed spells.
Traits
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
You knock the target up to 10 feet away from you. This is forced movement.