_Artifact (Staff), Requires Attunement by a Wizard, Sorcerer, or Warlock of Neutral or Evil Alignment_
---
## **Overview**
The **Staff of the Gods** is an ancient artifact forged to defy divine authority itself. It is both a weapon and a conduit of catastrophic arcane power, capable of devouring spells, crippling gods, and rewriting the balance between mortal and divine magic.
The staff is sentient, cruelly intelligent, and driven by a singular desire: **the humiliation and erasure of the gods**.
---
## **Weapon Properties**
**Weapon Type:** Quarterstaff
**Rarity:** Artifact
**Attack & Damage Bonus:** +3
**Damage:**
- 1d6 bludgeoning
- Versatile (1d8)
**Artifact Weapon:** Counts as an artifact for the purposes of resistances, immunities, and effects.
---
## **Base Properties**
While attuned to the Staff of the Gods, you gain the following benefits:
- **+4 bonus to AC**
- **Arcane Precision:** +3 bonus to spell attack rolls
- **Regeneration:** You regain 2 hit points at the start of each of your turns
- This regeneration does **not** function while you are in direct sunlight or within a consecrated holy area.
- **Spell Resistance:** You have resistance to damage from spells.
- **Spell Defense:** You have advantage on saving throws against spells.
- **Magic Immunity:**
- Choose **two schools of magic** when you attune to the staff.
- You are **immune** to spells of those schools.
- This choice cannot be changed unless the staff is unattuned and re-attuned through a **blood ritual**.
---
## **Charges**
- **Maximum Charges:** 50
- **Recharge:** Regains 4d10 expended charges daily at dawn
- The staff **cannot exceed 50 charges by any means**
---
## **Spell Absorption**
_Reaction_
While holding the staff, when a creature casts a spell that targets **only you**, you may use your reaction to absorb the spell.
### **Effect**
- The spell has **no effect**
- The staff gains a number of charges equal to the spell’s level (up to 50)
---
### **Immediate Retribution**
When a spell is absorbed, the original caster takes:
- **2d10 necrotic damage per spell level absorbed**
- **+2d10 psychic damage per spell level** if the caster is:
- A celestial
- A god-touched creature
- Casting divine magic
**This damage:**
- Ignores resistance
- Treats immunity as resistance
---
## **Crimson Overflow**
If absorbing a spell would cause the staff to exceed 50 charges:
### **General Effect**
- The triggering spell is still negated
- Excess magic detonates violently
---
### **Effect on the Caster**
The original caster:
- Takes **4d10 force damage per excess charge**
- Is **stunned** until the end of their next turn
- If celestial or divine:
- Automatically loses concentration
- Falls prone
---
### **Backlash on the Wielder**
The wielder suffers:
- **3d10 necrotic damage**, ignoring resistance (immunity treated as resistance)
- **Weave Scarring** until the end of the wielder’s next turn:
- Cannot cast spells higher than 3rd level
- Cannot use reactions
**This backlash:**
- Requires no saving throw
- Cannot be prevented, redirected, or reduced
- Occurs **every time** Crimson Overflow triggers
---
## **Spellcasting**
While holding the staff, you can use an action to expend charges to cast the following spells, using your spellcasting ability and spell save DC:
### **Spells (Charges Required)**
- _Conjure Elemental_ (7 charges)
- _Dispel Magic_ (3 charges)
- _Fireball_ (7th-level version, 7 charges)
- _Flaming Sphere_ (2 charges)
- _Ice Storm_ (4 charges)
- _Invisibility_ (2 charges)
- _Knock_ (2 charges)
- _Lightning Bolt_ (7th-level version, 7 charges)
- _Passwall_ (5 charges)
- _Plane Shift_ (7 charges)
- _Antimagic Field_ (7 charges)
- _Wall of Fire_ (4 charges)
- _Callidora’s Withering_ (7 charges)
---
### **Spells (No Charges Required)**
- _Arcane Lock_
- _Detect Magic_
- _Enlarge/Reduce_
- _Light_
- _Mage Hand_
- _Protection from Evil and Good_
---
## **Spell Reflection**
_Reaction_
When a spell targets only you, you may choose to **reflect** it instead of absorbing it.
### **Effect**
- Choose a new target for the spell (including the original caster)
- The spell is resolved as though **you were the caster**
- Uses your spellcasting ability and spell save DC
- If the spell is divine:
- Its damage becomes **necrotic and psychic**
---
## **Godsbane Edict**
_Artifact Power_
While holding the Staff of the Gods, if you know a god’s **true name**, you may speak it as an action.
### **Effect**
- No saving throw
- The named god is **banished beyond time for 10,000 years**
- The god:
- Cannot manifest avatars
- Cannot grant spells
- Cannot communicate
- Cannot influence reality
- All avatars and divine manifestations immediately collapse
- All ongoing divine effects sourced directly from that god end
---
### **Cost of Godsbane**
Each time this feature is used:
- Gain **1 level of Exhaustion**
- Cannot be removed by magic below _wish_
- Take **6d10 necrotic damage**, ignoring resistance and immunity
- Suffer **Divine Backlash** until the end of your next long rest:
- Disadvantage on all saving throws against divine spells and abilities
- Cannot benefit from divine healing, blessings, or miracles
- Such effects automatically fail
**These penalties cannot be prevented or redirected.**
---
## **Sentience**
The Staff of the Gods is sentient.
- **Alignment:** Lawful Evil
- **Intelligence:** 20
- **Wisdom:** 18
- **Charisma:** 24
It communicates telepathically with its wielder.
### **Personality & Agenda**
The staff desires:
- Dominion
- Ascension
- The humiliation and dismantling of the gods
If wielded by anyone other than **[[NPCs/Solare/The Seven Brides/Serina Warefox|Serina Warefox]]**, the staff subtly manipulates the wielder to elevate her—or engineers their eventual ruin.
---
## **Artifact Destruction**
The Staff of the Gods cannot be destroyed while **any god it has banished still exists**.
### **True Destruction Condition**
To destroy the staff permanently:
- Every god it has ever banished must **kneel willingly before the Staff**, acknowledging:
- Its dominion
- The end of their claim to divinity
- This act severs their remaining metaphysical ties to the artifact
### **If [[NPCs/Solare/The Seven Brides/Serina Warefox|Serina Warefox]] Is Absent**
If [[NPCs/Solare/The Seven Brides/Serina Warefox|Serina Warefox]] is dead, destroyed, or otherwise absent:
- The gods must kneel before the staff while it is planted upright in a place of divine significance, such as:
- A godshrine
- A celestial nexus
- The seat of a fallen god’s power
- Their submission must be witnessed by a sentient being capable of understanding the act
If **even one banished god refuses to kneel**, the Staff of the Gods endures.