Primordial Staff (5e Equipment)

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Staff, legendary (requires 1 month attunement)

A long staff made of unknown wood-like material, its 7 ft long, weights 4 lb. and has a shiny orb on its top. There are 20 of them, one for each primordial element.

A long staff made of unknown wood-like material, its 7 ft long, weights 4 lb. and has a shiny orb on its top. There are 20 of them, one for each primordial element. These staves were created and used eons and eons ago by the first mages. The Orb emits a faint glow, so faint that you can hardly see it, even in complete darkness. The glow is always the negative color of the orb, the reason is unknown even for today's magicians. The orb keeps changing color until the element has been discovered.
The Eternity Staff
The most powerful of the staves is the staff of the eternity element. By itself, it does not do anything. It can however absorb the other staves, and gain the powers of the staves it absorbs. Once it has absorbed all of the other 19 staves, the first time it is used, it explodes causing the effects of all 120 spells at the same time, and the other staves are randomly distributed across the multiverse. The eternity staff will be pulled toward another staff within 1 mile. A strength of 6 or higher is necessary to keep the staff from moving in that direction by itself. The wielder of the eternity staff will feel dissatisfaction with it until the other staves are all absorbed.
Which Staff
The dungeon master may choose or roll randomly for which primordial staff is found. Roll 1d20 if you want the eternity staff to be among the possibilities, or roll 2d10 if not. Use the table below. Or just pick a staff of one element.
Attunement takes one month. During the attunement period, the staff will cast a random 4th level spell. Roll 2d10 for a random element for that spell.
Once one of the 20 is found, the element of the staff is not revealed, it must be revealed by performing a great magic of the same element of by studying the staff for 1 year. The wielder can also reveal the element by rolling a d6 for a random spell. The columns are numbered 1 to 6. Each time the staff is used another random spell is rolled again. Once each of the spells of that element has been fired once, the The wielder gains control of which spell to cast from then on. Or the wielder may continue to use the staff to cast a random spell, but this is now rolled on a d12 with spells 7-12 being the planar spells. Note: the elemental spells draw creatures from all 20 elemental planes based on the staff, not just the earth, air, fire, water elements.

The staff may be used once per actual day. That is a 24 hour day from midnight to midnight, not as usual after a long rest.

The staff can ONLY be use spells that are based on its element as listed below.

d20 Element Color 1. Level 4 Element Spell 2. Level 5 Spell 3. Level 6 Spell 4. Level 7 Spell 5. Level 8 Spell 6. Level 9 Spell
1 Eternity changing 7. Conjure Minor Elementals 8. Conjure Elemental 9. Planar Ally 10. Plane Shift 11. Planar Binding 12. Gate
2 Earth brown Stone Shape Wall of Stone Move Earth Reverse Gravity Earthquake Shapechange
3 Air transparent Storm Sphere Cloudkill Chain Lightning Whirlwind Control Weather Storm of Vengeance
4 Fire red Fire Shield Flame Strike Investiture of Flame Fire Storm Incendiary Cloud Meteor Swarm
5 Water blue Control Water Maelstrom Conjure Fey Plane Shift Tsunami Shapechange
6 Cold cyan Ice Storm Cone of Cold Freezing Sphere Simulacrum Demiplane Imprisonment
7 Order white Aura of Purity Circle of Power Globe of Invulnerability Crown of Stars Antipathy/Sympathy Foresight
8 Chaos orange Confusion Mislead Scatter Symbol Maddening Darkness Wish
9 Light yellow Greater Invisibility Dawn Sunbeam Prismatic Spray Sunburst Prismatic Wall
10 Shadow violet Shadow of Moil Creation Eyebite Forcecage Illusory Dragon Weird
11 Spirit pink Freedom of Movement Geas True Seeing Etherealness Glibness Astral Projection
12 Mind tan Compulsion Awaken Mental Prison Project Image Mind Blank Psychic Scream
13 Life green Aura of Life Animate Objects Heal Regenerate Clone Power Word Heal
14 Death grey Blight Contagion Circle of Death Finger of Death Feeblemind Power Word Kill
15 Celestial pearl Death Ward Legend Lore Planar Ally Conjure Celestial Holy Aura Gate
16 Infernal black Dominate Beast Infernal Calling Harm Power Word Pain Dominate Monster Gate
17 Time indigo Dimension Door Hold Monster Flesh To Stone Sequester Maze Time Stop
18 Nature lavender Conjure Woodland Beings Commune With Nature Wall of Thorns Mirage Arcane Animal Shapes Mass Polymorph
19 Complexity chartreuse Fabricate Modify Memory Programmed Illusion Teleport Mighty Fortress True Polymorph
20 Void anti-light Banishment Destructive Wave Forbiddance Divine Word Antimagic Field Invulnerability
  • Spells such as conjure elemental and gate are limited to the element of the staff, for example the primordial fire staff can only conjure a fire elemental, and the infernal gate can only gate to an infernal plane.
    • These spells are Conjure Minor Elementals, Conjure Elemental, Plane Shift, Shapechange, Planar Binding, Planar Ally, and Gate.
    • all staves can use the eternity element spells
  • The staff will cast any spell as if the wielder is using the 9th slot of magic.
  • The dungeon master may customize this item for their campaign, swapping out spells as they see fit.
  • The staff may be wielded by a cleric, druid, warlock, or wizard, but not a sorcerer.
  • If the staff is broken, the most recent user of the staff will NEVER be able to use spells of the element of the staff again. Once broken, the staff disappears to reappear whole again in the next 6 days, somewhere randomly in the multiverse.

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