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#13117677 Mar 08, 2017 at 11:47 PM · Edited over 2 years ago
Steelwarden
294 Posts
The staff's smooth and glossy, almost reflective truesilver surface was long ago tarnished by the corrupting powers Kalrum wields. None can see their reflection as veins of felfire crack along the staff's length, giving it an almost living appearance as they pulse with power.

What was spared was the intended handle, whose leather decayed and was since replaced by a covering of felhide. Similarly, the top and bottom of the staff were also spared for the most part, the bottom is capped by a single red crystal that despite it's coloring, radiates a green energy. Along the brace holding the crystal to the staff are inscribed many runic sigils that despite the corruption still thrum with arcane might, a testament to Kalrum's continued mastery of the arcane art of enchanting.

The top part of the staff is much the same as the bottom part, a large band encircles the top of the tainted truesilver, but instead of a whole crystal, the much larger red gem splintered apart and now float around the staff's head. At the very center of the floating crystals is a single orb of a fel infused crystal that doubtless acts as the staffs primary focus.

What the experienced can tell is that this staff was once the weapon of an Archmage. While Kalrum has never held this title himself, it stands to reason he 'found' the item on an archmage, since bolstering the staff's strength and corrupting it to the core he renamed it to Desolation. For the power he pours through it turns his foes and the land to ash, leaving nothing in it's wake but barren desolation. When the crystal broke, the floating pieces reminded Kalrum of the spires of the Firelands, thus he tacted on, "Spire of Annihilation" to his staff's title as to further symbolize it's destructive power.

Regardless, it is an extremely potent weapon infused with fire and fel and enchanted with the arcane. Although said arcane symbols must be constantly refreshed due to the conflict the energy has with the fel that completely infuses the item.

In D&D terms, the item works like a Staff of the Magi, but the spell list is different. And, any spells it casts deal Fel or Fire damage (Kalrum's choice when using the spell).
Additionally, the spell bonus is increased to +3, same with the spell DC's.
Also, any spells Kalrum cast that deals Fel or Fire damage ignore resistance to Fel and Fire, and treat immunity to fel or fire as a special kind of resistance (Immune creatures take half damage instead of none, an effect that completely ignores immunity would also ignore the special resistance.)


This is the ingame staff Kalrum uses.
Just imagine the center piece as a fel orb. The staffs length as truesilver with fel veins. And the central handle being made out of felhide, a reddish material. Oh, and imagine purple arcane symbols carved along the top and bottom of the staff, near the crystals at both ends.
"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
#13121426 Mar 10, 2017 at 04:14 PM · Edited over 2 years ago
Steelwarden
294 Posts
Attunement by a Wizard, Warlock, or Sorcerer required

+3 to Spell Attack and to Spell DC

Spell Slot Storing: The wielder can place one spell slot of up to 6th level within the staff that can be retrieved as a bonus action and recharges after a long rest. It's only a slot, and thus can be used with any spell prepared.

Intensified Felfire: Spells that deal Fire damage or Fel damage ignore resistance to those damages and treat immunity to those damages as special resistance which cannot be ignored unless by an effect that ignores immunity as well.

Interchangeable Felfire: You can also interchange any damage you deal that deals fire or fel with fire or fel. So you could cast a fireball and change it to a felball. Or a wall of fire into a wall of fel.

Channel Felfire: As an action, you can expend any number of charges to deal 1d2 damage per charge, divided among any number of creatures within 30 feet. Each makes a Dexterity saving throw equal to your Spell DC. Success is half damage.

Charges: 50 charges total, regains 4d6+2 at dawn. When all charges are used, roll a d20, on a 20 you regain 1d12+1 charges.
As a reaction, you can absorb an incoming spell that targets only you. You gain a number of charges equal to the spells level.

Spellcasting: The staff can use charges to cast spells using the wielders Spell Attack and DC.
At Will: Light, Arcane Lock, Detect Magic, Mage Hand, Fire Bolt, Flaming Sphere, Magic Circle**, Catapult
2 Charge: Invisibility, Knock, Aganazzar's Scorcher
3 Charge: Conjure Lesser Demon*, Dispel Magic, Shield
4 Charge: Conjure Shadow Demon*, Conjure Barlgura*, Wall of Fire, Arcane Eye
5 Charge: Conjure Vrock*, Passwall, Planar Binding, Teleportation Circle
6 Charge: Arcane Gate, Investiture of Flame
7 Charge: Conjure Hezrou*, Fireball(7th lvl), Plane Shift
*When these spells are cast, the staff automatically creates a small circle around the wielder as if a blood circle had been drawn as per the normal spell. It's an arcane circle and thus can be dispelled, but otherwise functions as normal as if it was a blood circle, preventing the demons/fiends from crossing.
**The Magic Circle can only be cast inverted to trap demons/fiends.

Power Overflowing: If more then 50 charges are absorbed, the wielder must expend those charges, until 50 is reached, to channel felfire. However, targets are determined randomly among all targets within 30 feet.
"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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