This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device. The staff has the following powers which do not drain charges:
- Detect Magic
- Enlarge
- Hold Portal
- Light
- Protection from Evil/Good
The following powers drain 1 charge per usage:
- Invisibility
- Fireball
- Knock
- Lightning Bolt
- Pyrotechnics
- Ice Storm
- Web
- Wall of Fire
- Dispel Magic
- Passwall
These powers drain 2 charges per usage:
- Whirlwind
- Conjure Elemental
- Plane travel
- Telekinesis
The whirlwind is identical to that caused by a djinni (see the MONSTER MANUAL).
Plane travel is a form of astral projection, but it actually brings the body of the plane traveler, and up to 6 others, to the planes outside the Prime Material (not including the Prime Material Planes). [cf. plane shift] When this magic is exercised, the individual is able to cross into the various planes, including those normally reached by the Ethereal Plane (Inner Planes), as that plane can be reached and then used to get to those it touches upon. Note that this form of travel does offer the hazard of ending up in a place not desired. There is a 12% chance of traveling to the wrong plane (not counting the Prime Material).
The staff can be used to conjure elemental (q.v.) of one type each per day, each having 8 hit dice.
Telekinesis is at 8th level also, i.e. 200 pounds maximum weight.
The staff of the magi adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a “retributive strike” (see below) had been made.
The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption (q.v.). Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged.
Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done, all levels of spell energy in the staff are released in a globe of 3” radius. All creatures within 1” of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1” and 2” take 6x levels, and those 2” to 3” distant take 4x levels. Successful saving throws versus magic indicate only one-half damage is sustained. The magic-user breaking the staff has a 50% chance of plane traveling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. This, and the staff of power, are the only magic items capable of a retributive strike.