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Glimmergem Staff

Staff, very rare (requires attunement by a spellcaster, enhanced attunement by a wizard)

Component: Dragon (gem) heart

“The distinction between comet and meteor magic always felt rather otiose to me. One produces horizontal beams. Another causes vertical blasts. Both hurt all the same. My colleagues insisted there was more nuance to it, however—so to prove them wrong, I mastered both.”

-Lusata Zur, wizardly prodigy.

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

Glimmergem Spells. While holding the staff, you can expend 1 charge to cast the azure comet* or starfall* spell from it (save DC 16, attack bonus +8).

Enhanced Attunement. If you are a wizard, you can spend 8 hours entwining your magic with that of the staff to enhance your attunement, causing the staff to gain the Arcane Adaptation property. If you do so, you are unwilling to part with the staff, keeping it within reach at all times, and can’t willingly end your attunement to it until you’re targeted by the remove curse spell or similar magic.

EA: Arcane Adaptation. When you cast the azure comet or starfall spell from the staff, you can use the Empowered Spell or Quickened Spell Metamagic option from the sorcerer class on it without spending sorcery points. Once this property of the staff has been used, it can’t be used again until the next dawn.

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Legendary variant: Increase the charges to 4, the DC to 17, and the attack bonus to +9. The staff regains all expended charges daily at dawn. Once the Arcane Adaptation property has been used to apply a Metamagic option, it can’t be used to apply that Metamagic option again until the next dawn.

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Azure Comet

5th-level evocation

Casting Time: 1 action

Range: Self (10-foot-wide, 30-foot-long line)

Components: V, S, M (a shard of lapis lazuli)

Duration: Concentration, up to 1 minute

Class: Sorcerer, Warlock, Wizard

You channel a beam of azure energy that erupts from you in a 10-foot-wide, 30-foot-long line until the spell ends. A creature that starts its turn in the beam or enters it for the first time on a turn must make a Strength saving throw, taking 5d12 force damage on a failed save, or half as much damage on a successful one. 

The force of the beam is such that your speed is reduced to 0 feet for the duration. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. As an action on each of your turns until the spell ends, you can change the direction in which the line erupts from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

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Starfall

5th-level conjuration

Casting Time: 1 action

Range: 30 feet (30-foot-radius, 10-foot-tall cylinder)

Components: V, S, M (a shard of emerald)

Duration: Concentration, up to 1 minute

Class: Druid, Sorcerer, Warlock, Wizard

A starry cloud fills a cylinder that is 10 feet tall with a 30-foot radius, centred 100 feet directly above a point you can see within range. The spell fails if you can't see a point in the air where the cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, and as an action on each of your turns until the spell ends, you can cause three clusters of stars to rain down upon creatures directly underneath the cloud. You can direct the clusters at one target or several. Make a ranged spell attack for each cluster. On a hit, the target takes 3d8 force damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can produce one additional cluster of stars for every two slot levels above 5th.

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