This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold
(5 charges), fireball
(5th-level version, 5 charges), globe of invulnerability
(6 charges), hold monster
(5 charges), levitate
(2 charges), lightning bolt
(5th-level version, 5 charges), magic missile
(1 charge), ray of enfeeblement
(1 charge), or wall of force
. 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 percent 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 x 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 Origin||Damage|
|10 ft. away or closer||8 x the number of charges in the staff|
|11 to 20 ft. away||6 x the number of charges in the staff|
|21 to 30 ft. away||4 x the number of charges in the staff|