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#12336797 Apr 29, 2016 at 03:42 PM · Edited over 2 years ago
Steelwarden
294 Posts


This long staff was once made out of truesilver. Its taller then Corgra by a decent but, standing around 4'8 in total length. Rough crystals form the bottom as refined crystals float near the top!

As stated, the very bottom of the staff appears to be the pure uncut form of some sort of crystal. The crystal in question is a extremely pure uncut "Blood of the Mountain".

The truesilver staff has been blackened, appearing scorched and burned but it is also very old. Easily over 300 years in age, it is in fact 30 years younger then Corgra herself as she herself created it.

The staff radiates with magical power, almost every surface of the staff is covered in dwarvish and ignan, the language of fire, each rune glows a deep fiery red that cast a light as if a raging inferno colored the room.
This covers over 90% of the staff.

Near the top of the staff, similar to the sulfurous spires in the Firelands, sits first a pure black orb with runes carved into it. Floating around it, are floating crystals and gems native to the Firelands itself. Floating like many structures of that fiery hellscape.

Powers:

"OH SHIT THAT IS AN AWESOMELY MAGICAL STAFF OF PURE LITERAL FIRE POWER." -Last words of a foolish Human Archmage.
"The answers are here. I can feel it." - Brann Bronzebeard

Crura Darkmine: Dark Iron Warrior, Smith, and Mountain Champion
Kalrum Greatforge: Bronzebeard Warlock, Loremaster, and Master Enchanter
Mairla Greatforge: Bronzebeard Paladin of Tyr, Jeweler, and Explorer
+1
#12338653 Apr 30, 2016 at 11:17 AM · Edited over 2 years ago
Steelwarden
294 Posts
5e homebrew for DnD

+2 Magical Quarterstaff w/ +2 Spell Attack Bonus and +2 to Spell DC's.

:Minor artifact stuff
-Resistant to Fire
-Cannot be Charmed or Frightened
:Major artifact stuff
-+2 Int
-Can cast Delayed Blast Fireball once a day.

:Minor artifact drawbacks
-Physically Weak/Ill
:Major artifact drawbacks
-Magical Scrolls and Potions have a 50% chance to become mundane forever whenever they enter or exit a 20ft radius around the attuned wielder.

:50 charges, regains 4d6+2 at dawn. WHEN all charges are used, roll a d20, on a 20 you gain 1d12+1 charges.
-As a reaction you can use X charges x2 to absorb a direct spell targeting you. X is the spells lvl. Wish cannot be countered.
You gain charges = to that spells lvl divided by 2, rounded up.
:Spells w/o charges
Featherfall, Detect Magic, Comprehed Languages, Continual Flame, Heat Metal, Flaming Sphere, Flame Blade, Burning Hands, Mage Armor, and Shield.
(^ at lowest spell lvl possible)
:Spell list the staff can cast using charges!
Misty Step(2 charges)
Scorching Ray(2 charges)
Fireball(3-7th lvl)(3-7 charges depending)
Dispel Magic(3 charges)
Fire Shield(Warm)(4 charges)
Wall of Fire(5 charges)
Conjure Elemental(Fire/Molten)(6 charges)
Sunbeam(6 charges)
Delayed Blast Fireball(7 charges)
Meteor Swarm(25 charges)
(^ lowest spell slot lvl unless stated you can increase it.)
-Changes may yet occur-


:Runic Explosion
-Consuming all charges you deal Xdmg per charge to every creature(You take half dmg!) within 30 feet of you. Those further away take less dmg.
-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

Those within 5ft of the Explosion have a 25% to be teleported to the Elemental Plane of Fire. The Wielder of the Staff has a 50% to be teleported. If you are teleported, you avoid the damage of the explosion. *Note, the Staff is NOT teleported with you as it is SHATTERED, destroyed forever.*

((

WEAPON INSPIRATION: Staff of the Magi

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

))
"The answers are here. I can feel it." - Brann Bronzebeard

Crura Darkmine: Dark Iron Warrior, Smith, and Mountain Champion
Kalrum Greatforge: Bronzebeard Warlock, Loremaster, and Master Enchanter
Mairla Greatforge: Bronzebeard Paladin of Tyr, Jeweler, and Explorer
+0
#13094708 Feb 27, 2017 at 11:50 AM
Steelwarden
294 Posts
New addition to the weapon. A small red crystal that thrums with titanic energy now adorns the top of the staff. It dramatically has increased the potency of Corgra's spells while using it to cast.

D&D Homebrew addition: All spells that deal fire damage are calculated as if cast by a spell slot higher then what was used to cast them. This cannot increase a spell Level over 9th. (Example: Cast a 3rd Level Fireball. It uses a third Level slot, but deals damage as a 4th Level slot. )
"The answers are here. I can feel it." - Brann Bronzebeard

Crura Darkmine: Dark Iron Warrior, Smith, and Mountain Champion
Kalrum Greatforge: Bronzebeard Warlock, Loremaster, and Master Enchanter
Mairla Greatforge: Bronzebeard Paladin of Tyr, Jeweler, and Explorer
+0
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