BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Rod of the Haruspex

Wondrous Item - legendary - requires attunement by a spellcaster  
A short rod shaped like a walking stick, forged from a strange dark material partway between ebony, steel, and clouded black glass. An oil-slick darkness swims just under the surface, with dark prismatic colours. Forged by the Smith of Souls deep within Dolurrh's Crucible from husksteel, combining the faded soul of a Riedran mage-hunter, the emotional residue of a moment of utter despair, and the memory of a hundred cast counterspells.   While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy as charges. However, if doing so brings the staff's total number of charges above 50, the rod explodes as if you activated its retributive strike (see below).   If you are holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod instead of expending a 3rd-level spell slot.   Innate Spellcasting: While holding the rod, you may expend its charges to cast augury, speak with dead, divination, or locate object    Retributive Strike: You can use an action to break the rod over your knee or against a solid surface, performing a retributive strike. The rod 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 be pulled into the plane of Dolurrh, avoiding the effect. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the rod. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature within 10 ft. of you takes force damage equal to 8 x the number of charges in the rod, and each further 10 ft. away halves this damage. On a successful save, a creature takes half as much damage.

Comments

Please Login in order to comment!