
First off, magical artifacts aren’t just tools; they’re repositories of vast energies and, in some cases, ancient wisdom. Some are so old and powerful, they’ve developed a sort of consciousness. Not like you or me, but enough to influence things around them.
Take, for example, a wizard’s staff. It’s not just a fancy stick. A staff might contain the essence of the wizard who crafted it, imbuing it with their personality, preferences, even their biases. So, when you wield such a staff, you might find yourself inclined to use certain spells, or approach problems in a way that echoes its creator’s methods.
Then there are artifacts that are bound to specific places or events. A sword forged in a legendary battle might resonate with martial energy, compelling its wielder to seek out conflict or uphold a cause. Or a crown might carry the weight of a dynasty, influencing the bearer to act in what it perceives as the best interests of the realm.
But here’s the kicker: not all artifacts are benevolent. Some are created with malevolent intent, or get twisted over time. These can warp the mind of the user, leading them down paths best left untraveled.
And don’t forget about artifacts that are part of a set. Sometimes, collecting all pieces of a set can unlock even greater powers, or reveal hidden knowledge. But it’s a risky business. The more powerful the artifact, the greater the responsibility – and danger.
So, when dealing with magical artifacts, always be cautious. Study their history, understand their nature, and never, ever assume you’re in full control. These things have a way of… surprising you. And not always in a good way.
Arcanist’s Staff of Echoing Power (5e)
Item Type: Staff (requires attunement by a wizard)
Rarity: Rare
Description: This staff, carved from darkwood and inscribed with ancient runes, hums with a quiet energy. It was once wielded by a master wizard, whose essence still lingers within, subtly guiding its user.
Properties:
- Spellcasting: While holding this staff, you can use it as a spellcasting focus for your wizard spells.
- Bonus to Spell Attacks and Spell Save DC: This staff grants a +1 bonus to your spell attack rolls and the save DC of your wizard spells.
- Spell Echo: Once per day, when you cast a wizard spell of 4th level or lower, you can cause it to echo. This echo allows the spell to be cast again without expending a spell slot. The repeated spell must be cast on your next turn and targets the same point or initial targets as the first casting.
- Arcane Resonance: If you are below half your hit points, the staff resonates with your desperation, granting an additional +1 bonus to spell attack rolls and save DCs for your wizard spells.
- Charges: The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff retains its +1 bonus to spell attack rolls and save DCs, but loses all other properties.
- Arcane Bolt (1 charge): As an action, you can expend 1 charge to cast Magic Missile from the staff at the 1st level.
- Shield (2 charges): As a reaction, when you are hit by an attack or targeted by the Magic Missile spell, you can expend 2 charges to cast Shield from the staff.
Destruction: The Arcanist’s Staff of Echoing Power can only be destroyed by a spell of 7th level or higher that specifically targets objects, or by the hand of the wizard who originally crafted it.
Arcanist’s Staff of Echoing Power (SWADE)
Item Type: Magical Staff
Requirements: Arcane Background (Magic)
Description: This elegantly carved staff of dark wood, etched with runes, was once held by a master wizard. Its deep connection to the arcane makes it a powerful asset for spellcasters.
Properties:
- Spell Focus: This staff acts as a focus for casting spells. It grants a +1 bonus to the caster’s spellcasting rolls.
- Spell Echo: Once per session, the wielder can choose to have a spell “echo.” This means the spell is cast again immediately, targeting the same area or creatures, without additional Power Point cost or casting roll.
- Arcane Resonance: When the wielder is at half or fewer of their total wounds (rounded down), the staff resonates with their desperation, granting an additional +1 (for a total of +2) to spellcasting rolls.
- Power Points: The staff contains 10 Power Points that can be used to cast spells. It regenerates 1d6 Power Points each day at dawn. If all Power Points are expended, roll a d20. On a roll of 1, the staff becomes a mundane object, losing all magical properties except for its +1 bonus to spellcasting.
- Bolt (2 Power Points): The staff can be used to cast the Bolt power, without needing to spend additional Power Points.
- Deflection (2 Power Points): As a reaction, the staff can be used to cast Deflection, offering protection against incoming attacks.
Destruction: The staff can be destroyed only by a powerful magical ritual known only to the most learned of wizards, or by the original creator of the staff.