Item: Staff of the Magi
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 Basic 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.
- Cantrip Detect Magic, Light, Telekinetic Hand, Telekinetic Projectile
- 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
- 5th Cone Of Cold, Magic Passage, Telekinetic Haul
- 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.
Trait Effects
Magical: 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.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Staff: This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Club: You knock the target away from you up to 10 feet. This is forced movement.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Fiendbreaker (Heroic) | 20 | Unique | 1d4 |
| Staff of the Dreamlands (Major) | 18 | Uncommon | 1d4 |
| Boreal Staff (Major) | 17 | Common | 1d4 |
| Staff of Power | 16 | Rare | 1d4 |
| Boreal Staff (Greater) | 12 | Common | 1d4 |
| Purgatory Emissary's Staff | 12 | Rare | 1d4 |
| Snowcaster's Staff | 12 | Rare | 1d4 |
| Staff of the Dreamlands (Greater) | 12 | Uncommon | 1d4 |
| Staff of the Ruling Beast | 9 | Unique | 1d4 |
| Boreal Staff | 8 | Common | 1d4 |
| Staff of the Dreamlands | 6 | Uncommon | 1d4 |
| Nyctessa's Staff | 4 | Unique | 1d4 |
| Dragonprism Staff (Greater) | 20 | Common | 1d6 |
| Staff of Arcane Might (Major) | 20 | Rare | 1d4 |
| Staff of Impossible Visions (True) | 20 | Uncommon | 1d4 |
| Staff of Providence (True) | 20 | Common | 1d4 |
| Staff of Sieges | 20 | Uncommon | 1d4 |
| Staff of the Desert Winds (True) | 20 | Common | 1d4 |
| Whispering Staff | 20 | Common | 1d4 |
| Staff of Nature's Vengeance (Major) | 18 | Common | 1d4 |