Staff of the Magi
M|XPHB · Legendary · Requires attunement
Attunement
Description
While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a 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).
While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
| Spell | Charge Cost |
|---|---|
| 7 | |
| 3 | |
| (level 7 version) | 7 |
| 2 | |
| 4 | |
| 2 | |
| 2 | |
| (level 7 version) | 7 |
| 5 | |
| 7 | |
| 5 | |
| 4 | |
| 2 |
The staff regains expended charges daily at dawn. If you expend the last charge, roll . On a 20, the staff regains charges.
You can take a action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation [Area Of Effect] originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.