Moonwood staff


Stage One Innate Powers (shaft and headpiece as assembled by Severin Hadenthor):

The youngest son of the Archmage Ryselle is a master craftsman of draconic arms and armour. While on Toril, he became involved in a quest to rescue the Seven Sisters of Mystra and their missing sibling. As part of his tasking, he created a staff for the young Adept of Creation in his party, unknowingly beginning the assembly of his mother’s greatest Work – the Staff of Creation. He built the staff similar to that of his Torilian sibling, Amarantha Saeralis, out of moonwood with intricately carved runes in the languages of the ancient dragons and elemental lords. Placed along the length of the staff are eight tiny elemental gemstones capable of amplifying the innate elemental powers of the staff.

Beginning as a mid-level weapon of magic, the staff is capable of influencing the accuracy and damage potential of the wielder (3 to hit and damage; 2d6). It produces an aura of protection that guards its mistress from mundane and magical harm (1 saves; +2 AC). Contained within the headpiece of the staff is great knowledge that may be accessed by the bearer when needed (Legend Lore at CL). In addition, the staff, being the creation of a Gypsy mage, enhances the dramatic appearance of spells on command. The staff may also transform to alter its appearance and characteristics to that of another material. It can take the form of moonwood, cold iron, alchemical silver, adamantine, or mithral. Once fully bonded to the wielder, it will manifest the full potential of shift-wood.

+3 staff (max 12)

+1 saves (max 12)

2d6 damage

+2 AC (max 12)

Legend Lore (equivalent to CL)

Dramatic spell effects

The staff gives the wielder and initial spell resistance of 15, which increases to 20, 25, 35, and 40 with the addition of each gem. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does and store it as a small mythal retaining them as spell energy usable by a spellcaster. At discovery, the staff will be able to store only 50 charges worth of magic, which can be restored by absorbing spell energy. The amount capable of being stored increases by 25 charges per inserted gem for a total of 150 at the final activation of the staff. If the staff absorbs enough spell levels to exceed its current limit, it explodes as if a retributive strike had been performed (see below). The staff communicates this knowledge as a rod of absorption does. The staff can also hold magical energy equivalent to the power pool of the user, which must be replenished from the wielder’s own power. The energy remains until used.

Retributive Strike: The staff can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder with the exception of over-charging as mentioned above. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 27 Reflex save reduces damage by half. The character breaking the staff has a 50% chance (01–50 on d%) of traveling to another plane of existence, but if she does not (51–100), the explosive release of spell energy destroys her.

The wielder of this powerful staff is immune to the effects of any planar alignment traits, as well as the positive-dominant and negative-dominant traits or a plane. In addition, when travelling on one of the elemental planes, the owner of the staff receives a +2 to all caster checks, including saves, against the plane’s element. Healing spells cast through the staff are at a +2 per hit die for the determination of damage healed. The wielder may also use the staff to smite evil opponents. If 1 charge is expended (as a free action), the staff causes 3d6 points of holy damage for 1 round.

The following powers require no charges to activate:

· Detect magic

· Read magic

· Continual light

· Mage hand

· Knock

· Mage armor

· Cantrips

· Shield

The following powers drain 1 charge per usage:

· Dispel magic

· Resist Elements

· Arcane Lock

· Magic Missile (enhanced and maximized – 30 pts)

· True strike

· Fox’s Cunning

· Non-detection

· Tongues

· Dimension Door

· Passwall

· Lesser Globe of invulnerability

The following powers drain 2 charges per usage:

· Dismissal

· Contingency

· Spelltrap

· Teleport Block

· Greater Knock

· Greater Dispelling

· Guards and Wards

· Permanency

· Teleport without Error

· Globe of Invulnerability

The following powers drain 3 charges per usage:

· Mordenkeinen’s Magnificent Mansion

· Vision

· Greater planar binding

· Screen

· Greater planar ally

· Imbue Guardian

· Gate

· Temporal Stasis

· Arcana Form

· Mordenkeinen’s Disjunction

· Time Stop

· Planeshift



The Legend Reborn ladyspellsinger Nicole13