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Staff of Sorcerous Might

A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact had been sitting in a display case in the British National Museum for decades. No one knows exactly what caused it to release a lightning bolt, shattering the case along with any illusions that it was just an ordinary decorative walking stick. Some people say it belonged to Merlin, Circe, or any one of a dozen other literary or historical sorcerers. Others say that it is just another magical piece of detritus that has come through Shadow in recent years. No one truly knows whether it is one of a kind, or if there are other staffs like it waiting to be found. In any case, it is one of the most powerful items that any spellcaster could possess.

The staff of sorcerous mightgives the wielder spell resistance 23. It has several other spell powers, as well. Some the staff’s powers drain charges, while others don’t. A fully-charged staff of sorcerous mighthas 50 charges. The following powers do not drain charges:

Detect magical aura

Mage armor

Hold portal

Mage hand

Light

The following powers drain 1 charge per usage:

Dimension door

Dispel magic

Electromagnetic pulse(Will save DC 15)

Fireball(10d6 points of damage, Reflex save DC 15)

Ice storm

Invisibility

Knock

Lightning bolt(10d6 points of damage, Reflex save DC 15)

Summon vivilor IV

These powers drain 2 charges per usage:

Cone of cold(10d6 points of cold damage, Reflex save DC 17)

Passwall

Telekinesis(400 pounds maximum additional weight)

A staff of sorcerous mighthas the following additional spell-like abilities:

*Absorb:*As an readied action, the staff’s wielder can draw spells or spell-like abilities into the staff. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the staff or her gear. The staff then nullifies the spell’s effect and stores its potential, converting spell levels into charges. The GM should keep a running total of the number of charges currently in the staff. If the staff absorbs spell levels beyond its charge limit (50), it explodes as if a retributive strike had been made (see below). Note that the wielder has no idea how many spell levels are cast at her—the staff does not communicate this knowledge.

Absorbing spells is risky, but absorption is the only way this staff can be recharged.

*Retributive Strike:*The staff of sorcerous mightcan 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 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 successful Reflex save (DC 17) reduce damage by half. The character breaking the staff is destroyed in the explosion.

Only the staff of sorcerous mightis capable of a retributive strike—this is not an act that can be performed with any other staff, wand, or magic item.

*Type:*Artifact (magic); Caster Level:—; *Purchase DC:*95; *Weight:*5 lb.