Staff of the Magi

ItemDMGp. 2032014SRDlegendary
Rarity
legendary
Attunement
by a sorcerer, warlock, or wizard
Weight
4 lb.
Damage
1d6 B (1d8 two-handed)
Properties
V

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 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 OriginDamage
10 ft. away or closer8 × the number of charges in the staff
11 to 20 ft. away6 × the number of charges in the staff
21 to 30 ft. away4 × the number of charges in the staff
Raw data
{
  "srd": true,
  "dmg1": "1d6",
  "dmg2": "1d8",
  "name": "Staff of the Magi",
  "page": 203,
  "tier": "major",
  "staff": true,
  "__prop": "item",
  "rarity": "legendary",
  "source": "DMG",
  "weight": 4,
  "charges": 50,
  "dmgType": "B",
  "entries": [
    "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 {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.",
    {
      "name": "Spell Absorption",
      "type": "entries",
      "entries": [
        "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)."
      ]
    },
    {
      "name": "Spells",
      "type": "entries",
      "entries": [
        "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: {@spell conjure elemental} (7 charges), {@spell dispel magic} (3 charges), {@spell fireball} (7th-level version, 7 charges), {@spell flaming sphere} (2 charges), {@spell ice storm} (4 charges), {@spell invisibility} (2 charges), {@spell knock} (2 charges), {@spell lightning bolt} (7th-level version, 7 charges), {@spell passwall} (5 charges), {@spell plane shift} (7 charges), {@spell telekinesis} (5 charges), {@spell wall of fire} (4 charges), or {@spell web} (2 charges).",
        "You can also use an action to cast one of the following spells from the staff without using any charges: {@spell arcane lock}, {@spell detect magic}, {@spell enlarge/reduce}, {@spell light}, {@spell mage hand}, or {@spell protection from evil and good}."
      ]
    },
    {
      "name": "Retributive Strike",
      "type": "entries",
      "entries": [
        "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 {@chance 50} 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."
      ]
    },
    {
      "rows": [
        [
          "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"
        ]
      ],
      "type": "table",
      "colLabels": [
        "Distance from Origin",
        "Damage"
      ],
      "colStyles": [
        "col-3",
        "col-9"
      ]
    }
  ],
  "property": [
    "V"
  ],
  "recharge": "dawn",
  "_category": "Other",
  "reqAttune": "by a sorcerer, warlock, or wizard",
  "_entryType": "staff, weapon",
  "_textTypes": [
    "staff",
    "simple weapon",
    "melee weapon"
  ],
  "lootTables": [
    "Magic Item Table I"
  ],
  "_attunement": "(Requires Attunement By a Sorcerer, Warlock, or Wizard)",
  "_isEnhanced": true,
  "bonusWeapon": "+2",
  "reprintedAs": [
    "Staff of the Magi|XDMG"
  ],
  "_fullEntries": [
    "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 {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.",
    {
      "name": "Spell Absorption",
      "type": "entries",
      "entries": [
        "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)."
      ]
    },
    {
      "name": "Spells",
      "type": "entries",
      "entries": [
        "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: {@spell conjure elemental} (7 charges), {@spell dispel magic} (3 charges), {@spell fireball} (7th-level version, 7 charges), {@spell flaming sphere} (2 charges), {@spell ice storm} (4 charges), {@spell invisibility} (2 charges), {@spell knock} (2 charges), {@spell lightning bolt} (7th-level version, 7 charges), {@spell passwall} (5 charges), {@spell plane shift} (7 charges), {@spell telekinesis} (5 charges), {@spell wall of fire} (4 charges), or {@spell web} (2 charges).",
        "You can also use an action to cast one of the following spells from the staff without using any charges: {@spell arcane lock}, {@spell detect magic}, {@spell enlarge/reduce}, {@spell light}, {@spell mage hand}, or {@spell protection from evil and good}."
      ]
    },
    {
      "name": "Retributive Strike",
      "type": "entries",
      "entries": [
        "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 {@chance 50} 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."
      ]
    },
    {
      "rows": [
        [
          "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"
        ]
      ],
      "type": "table",
      "colLabels": [
        "Distance from Origin",
        "Damage"
      ],
      "colStyles": [
        "col-3",
        "col-9"
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Versatile",
        "type": "entries",
        "entries": [
          "This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack."
        ]
      }
    }
  ],
  "_entrySubType": "simple weapon, melee weapon",
  "reqAttuneTags": [
    {
      "class": "sorcerer"
    },
    {
      "class": "warlock"
    },
    {
      "class": "wizard"
    }
  ],
  "attachedSpells": {
    "will": [
      "arcane lock",
      "detect magic",
      "enlarge/reduce",
      "light",
      "mage hand",
      "protection from evil and good"
    ],
    "charges": {
      "2": [
        "flaming sphere",
        "invisibility",
        "knock",
        "web"
      ],
      "3": [
        "dispel magic"
      ],
      "4": [
        "ice storm",
        "wall of fire"
      ],
      "5": [
        "passwall",
        "telekinesis"
      ],
      "7": [
        "conjure elemental",
        "fireball#7",
        "lightning bolt#7",
        "plane shift"
      ]
    }
  },
  "hasFluffImages": true,
  "rechargeAmount": "{@dice 4d6 + 2}",
  "weaponCategory": "simple",
  "_valueFromRarity": 20000000,
  "bonusSpellAttack": "+2",
  "referenceSources": [
    "CoA",
    "SKT",
    "TftYP-ToH"
  ],
  "_attunementCategory": "Requires Attunement By..."
}