Campaign of the Month: July 2016
Terrororret's Staff of Power
once used by the reptile mage Terrororret
Terrororret’s staff of power is made of burnished red wood, capped with metallic claw shaped setting that holds a polished turquoise orb. The clawed setting is composed of a verdigris encrusted orichalcium metal blend.
Powers Available: (2 charges available)
Shield (1 charge)
Thunderwave (1 charge)
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
Powers usable by Attuned Wielder:
Bonded Object: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. A character may only have one bonded object.
Terrorret’s Staff of Fire
Staff, very rare, requires attunement
You must be an eldritch knight or wizard to become attuned to this staff.
While you hold this staff, you have resistance to fire damage. In addition, you can use an action to expend some of the staff’s 10 charges to cast one of the following spells without using any components, using your spell save DC:
burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges)
The staff regains 1d6 + 4 expended charges each day at dawn. However, if you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.