Staff of the Magi

The Twelve staves used to control The Matrix


A long wooden staff, shod in platinum and inscribed with sigils and runes of all types, this potent artifact contains many spell powers. These Staves were were originally created by The Arch-Council to control the matrix and let them reap the benefits. Unlike a normal staff, a staff of the magi holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don’t. A staff of the magi does not lose its powers if it runs out of charges. The following powers do not use charges:
• Detect magic
• Enlarge person (Fortitude DC 15 negates)
• Hold portal
• Light
• Mage armor
• Mage hand
The following powers drain 1 charge per usage:
• Dispel magic
• Fireball (10d6 damage, Reflex DC 17 half)
• Ice storm
• Invisibility
• Knock
• Lightning bolt (10d6 damage, Reflex DC 17 half)
• Passwall
• Pyrotechnics (Will or Fortitude DC 16 negates)
• Wall of fire
• Web
These powers drain 2 charges per usage:
• Monster summoning IX
• Plane shift (Will DC 21 negates)
• Telekinesis (400 lbs. maximum weight; Will DC 19 negates)
A staff of the magi gives the wielder spell resistance 23. 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. Unlike the rod, this staff converts spell levels
into charges rather than retaining them as spell energy usable by
a spellcaster. If the staff absorbs enough spell levels to exceed its
limit of 50 charges, it explodes as if a retributive strike had been
performed (see below). The wielder has no idea how many spell
levels are cast at her, for the staff does not communicate this
knowledge as a rod of absorption does. (Thus, absorbing spells can
be risky.)
The staff also grants the wielder +2 caster level for all spell effects and caster level checks. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended
(as a free action), the staff causes double damage (×3 on a critical
hit) for 1 round.
A staff of the magi can be broken for a retributive strike. Such an
act must be purposeful and declared by the wielder. 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 23 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 (no
saving throw).


Staff of the Magi

Port Tyrollon MrGWillickers