D&D 5E Magic Items: Conduit Staff and it's lessers

I'm making this for a campaign, the main bad guy has a lackey who is using the staff to make new magic items (he wasn't able to perfectly replicate the effects). The party will begin fighting caster with the magic items and hopefully will begin seeking the source so they can't make more. The end result will be a fun major-side quest, and a few new magic items in their arsenals.

Does the balance look good for these items? And does the way I explain them make sense (is there a better way to word it)?



Conduit Staff

Wondrous item (staff), very rare (requires attunement)
+1 Magic Staff

A twisting triangular metal rod, 6 feet long and roughly ½ inch thick. One end narrows for a couple inches and stops at a rounded tip, the other end widens for a couple inches and then rounds into a large bulb. About a foot in the center is rounded for gripping. It counts as a magic quarterstaff, granting a +1 magic bonus to all attack rolls.

The staff has up to 50 charges which are gained by absorbing spells, and can be used to cast your own spells. On your turn you may channel through the staff to expend charges instead of using your spell slots. You may cast any spell you have prepared at its normal spell slot or higher up to the highest level you can normally cast (including expended spell slots) by spending a number of charges equal to the desired spell slot level. You also gain the following two reactions while holding the staff.

Absorb Spell (reaction). If you or a target within 5 ft of you are targeted by a spell, you may use your reaction to absorb the spell instantly. This acts as a counterspell would as though cast from the highest level slot the wielder is capable of (including expended spell slots). When a spell is countered in this way, the spell is absorbed into the staff and grants charges equal to the spell's level. When a spell is absorbed, it is converted into a number of charges equal to the spell's level and are added to the staffs total number of charges.The staff can absorb up half the wielder's’ level (rounded up) in charges per day, though the staff may not have more that 50 at a time. If a countered spell's level exceeds either limit, it absorbs as many charges as it can, then deals 1d6 force damage for each level above what it can absorb.

Counterspell (reaction). When a creature you can see is casting a spell, or a spell is targeting you, something nearby, or you are within in its area of effect, you may use your reaction to cast counterspell. If you do, expend between 3 and 9 charges to cast counterspell at a level equal to the number of charges expended.


Staff of Spell Storing
Wondrous item (staff), very rare (requires attunement)
+1 Magic Staff

This staff has a circle made from iron at its head and is studded with rune embedded crystals. It counts as a magic quarterstaff, granting a +1 magic bonus to all attack rolls. This staff stores spells cast into it, holding them until the attuned wielder uses them. The staff can store up to 20 levels worth of spells at a time. When found, it contains 4d6-4 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 8th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While holding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.


Modeled from the Conduit Staff and Staff of Spell Storing

  • Well Stone (can be attuned)
A stone crafted into a smooth sphere and iron brackets encasing it. Breaking open the stone would reveal an iron ball inside. Any spell that targets you, you may choose to instead be absorbed by the Well Stone. Each level of the spell counts as one charge, and the stone can absorb 10 charges over the course of its existence. As long as the well has available charges to absorb, it may absorb any level spell, but if it absorbs more charges than it can hold, the wielder receives 2 force damage for each charge it couldn't absorb. A spell that affects multiple targets can be absorbed, but it counts for half as many charges rounded down, and the other targets receive half the effect that they would have (DM decides specifics). You may cast spells through the Well Stone, using a number of the well’s charges equal to the spell's level, if attuned you may chose to use extra charges to use the spell at higher levels. When the well has absorbed and used all 10 charges the stone turns dark. The wielder may hold it as an action, then throw it as a bonus action dealing 3d4 force damage, or 3d6 force damage if attuned to it.

  • Well Stone Cluster (can be attuned)
A cluster of no more than 20 Well Stones attached by sturdy cords to a small iron ring (not for a finger). This is considered a single magic item. There is a leather cover attached to the ring that hides the stones, though it is open on the bottom for easy access to the stones. When spells are absorbed, the charges are distributed between the Well Stones evenly, or if attuned however the wielder desires. Likewise, when casting spells using the well, it draws from them evenly, or if attuned however the wielder desires. At any time a Well Stone can be plucked from the cluster and used as an ordinary Well Stone, though new stones may not be added. In addition, if at least 10 wells have at least 1 charge each, 3 times per day the wielder may cast any 1st level spell they have prepared without using a spell slot.

Scan_20170223.png
 
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Cast Stored Spell (action). May cast a spell stored within the staff. If you do not know the spell, you are at disadvantage to hit and damage when casting it.

Fixed (I think). Thank you for pointing that out. :)

This makes more sense, but I think more spells use saving throws than spell attack rolls, and disadvantage on a damage roll is something that hasn't been done before. I'm not sure what to do about the damage, but I would consider stating the if the spell allows for a save that the target makes it at advantage.

Edit: Hmm, another thought has occured to me. If the spell uses neither an attack roll or a save then there is no way to impose disadvantage on it. For instance, if the wielder is a wizard and has a cleric buddy. The cleric casts Heal on the wizard, but the wizard has the item absorb it. Now the wizard has a potent heal in case the cleric is unavailable or runs out of spell slots, and he casts it just as well as the cleric. Maybe we should scrap the whole attacks at disadvantage/saves at advantage concept and just require an ability check if it isn't a spell you could normally cast, like what spell scrolls do when their spell isn't on your class list.

Edit: Skimmed over things again and this thing has WAY too many charges for a legendary item, but I would cut the maximum to about 10 and adjust the recharge rate to fit (maybe +1d6 instead of +[level]). I'm not sure 10 is a balanced number of charges, but at least its in the right ball park.
 
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This makes more sense, but I think more spells use saving throws than spell attack rolls, and disadvantage on a damage roll is something that hasn't been done before. I'm not sure what to do about the damage, but I would consider stating the if the spell allows for a save that the target makes it at advantage.

Edit: Hmm, another thought has occured to me. If the spell uses neither an attack roll or a save then there is no way to impose disadvantage on it. For instance, if the wielder is a wizard and has a cleric buddy. The cleric casts Heal on the wizard, but the wizard has the item absorb it. Now the wizard has a potent heal in case the cleric is unavailable or runs out of spell slots, and he casts it just as well as the cleric. Maybe we should scrap the whole attacks at disadvantage/saves at advantage concept and just require an ability check if it isn't a spell you could normally cast, like what spell scrolls do when their spell isn't on your class list.

Edit: Skimmed over things again and this thing has WAY too many charges for a legendary item, but I would cut the maximum to about 10 and adjust the recharge rate to fit (maybe +1d6 instead of +[level]). I'm not sure 10 is a balanced number of charges, but at least its in the right ball park.


Pointing out the absorbing of spells and the number of spell slots points out a flaw in my explanation. Counter spell needs to use at minimum 3 charges (as it is a 3rd level spell). This is where I forsee the majority of charges being used (especially in my campeigns where I like pitting them against small armies rather than a couple big-badies). At the very least, the idea is to make them need to gauge the importance of using the charges now vs. saving them for later. I think I need to change it around so that the saved spells still take charges, and that should help balence what people WANT to collect, so they cant just reserve the two spots for 7th-9th level spells to avoid paying the charge limit for them.

I like the idea of doing the skill check, I forgot about that feature :P But as far as things like heal spells, why would someone WANT to do that? Ok, obvious answer. But if someone chooses to do that, those charges (formerly saved spell absorb) can't be used in combat. My campaign is meant to keep the party running a bit raged most of the time. If they have the luxury to regularly pass around heal spells for later use, then that is when the enemy will be making a major push where they suddenly need every ounce of energy they can muster, and that spell swap just cost the cleric a spell slot and the wizard an equivolent number of charges to absorb for a spell he cant use for 24 hours. ;)

This also brings up the question of cantrips. Should they be counted as 1st level spells as far as charges? Have a special rule that they either cant be absorbed, still cost 1 absorbing charge without giving the charge, etc...?

I am specifically trying to stay away from a flat system for gaining charges, as I want it to be usable by both lower leveled and higher leveled players without it being too OP for the weak or obsolete for the strong. In my campeign, this staff is being studied by an evil council of wizards, who are using their studies (among other similar items) to create the well stones. There is no set time for them to infiltrate the "lab", so I want it to be viable whatever their level.

(I'm a little disapointed you simply edited instead of making 3 posts, i can only thank with xp once per post)
 

Hmm, this is a complex problem, I'd usually modify the item based on when they discover it rather than make it scale (but I like the idea, I feel like a few scaling items would be nice, especially since 5e discourages making magic items obsolete and creating the need to trade up). Also, since 5e has the whole concept of bounded accuracy, throwing a large group of even weak opponents at the PCs rapidly becomes harsh, so I typically assume that is not the case. That said, I have thrown together a new draft for the item, please tell me what you do and do not like about it, I'm sure it has plenty of need for tweaking and balancing.

Conduit Staff
Staff, legendary (requires attunement by a spellcaster)

A twisting triangular metal rod, 6 feet long and roughly ½ inch thick. One end narrows for a couple inches and stops at a rounded tip, the other end widens for a couple inches and then rounds into a large bulb. About a foot in the center is rounded for gripping with two bulbs on either end.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you suffer a -1 penalty on ranged spell attack rolls, but gain a +2 bonus to damage rolls on those spells and do not suffer disadvantage on ranged spell attack rolls as a result of an enemy being within 5 feet of you.

The staff has upto 50 charges for the following properties. At dawn, it regains a number of expended charges equal to 1d10+1 multiplied by the attuned creature's proficiency modifier.

Spell Absorbtion. When a creature you can see targets you, an ally you can see, or an area that contains you with a spell, if you are holding the staff you can use your reaction. If you do, you can expend between three and nine charges to cast counterspell at a level equal to the number of charges expended. When a spell is countered in this way, you can spend a number of charges equal to the countered spell's level to store it within the staff. The staff can store a number of spells equal to the attuned creature's intelligence modifier and all stored spells are released if the staff becomes unattuned.

Spells. While holding the staff, you can use an action to expend one charge from it to cast a stored spell from it, using your spell save DC and spellcasting ability. A stored spell is released when it is cast from the staff. If you do not know the spell or have it prepared, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level and if the spell is of a level higher than highest level spell slot you have (including expended spell slots) you have disadvantage on the check. On a failed check, the spell disappears from the staff with no other effect.

P.S.: You are far too kind, I don't need xp, I'm just having fun playing around with the design.

Edit: To clarify I plan on nerfing this in a few ways. Which ways depends on what your priorities and problems with this draft are. Also, it will still probably be a bit OP when finished just because it is intended to be facing hordes and probably won't be found at a ridiculously low level anyway.
 
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Conduit Staff
Staff, legendary (requires attunement by a spellcaster)

A twisting triangular metal rod, 6 feet long and roughly ½ inch thick. One end narrows for a couple inches and stops at a rounded tip, the other end widens for a couple inches and then rounds into a large bulb. About a foot in the center is rounded for gripping with two bulbs on either end.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you suffer a -1 penalty on ranged spell attack rolls, but gain a +2 bonus to damage rolls on those spells and do not suffer disadvantage on ranged spell attack rolls as a result of an enemy being within 5 feet of you.

The staff has upto 50 charges for the following properties. At dawn, it regains a number of expended charges equal to 1d10+1 multiplied by the attuned creature's proficiency modifier.

Spell Absorbtion. When a creature you can see targets you, an ally you can see, or an area that contains you with a spell, if you are holding the staff you can use your reaction. If you do, you can expend between three and nine charges to cast counterspell at a level equal to the number of charges expended. When a spell is countered in this way, you can spend a number of charges equal to the countered spell's level to store it within the staff. The staff can store a number of spells equal to the attuned creature's intelligence modifier and all stored spells are released if the staff becomes unattuned.

Spells. While holding the staff, you can use an action to expend one charge from it to cast a stored spell from it, using your spell save DC and spellcasting ability. A stored spell is released when it is cast from the staff. If you do not know the spell or have it prepared, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level and if the spell is of a level higher than highest level spell slot you have (including expended spell slots) you have disadvantage on the check. On a failed check, the spell disappears from the staff with no other effect.

This version of the staff reminds me of a ring in the DMG.

DMG said:
DMG p192
RING OF SPELL STORING
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6-1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spel! determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.


I can see this "staff of spell storing" as being a better version of the ring, but the staff I'm trying to creat is supposed to be used to use the wielder’s prepaired spells, not give new spells. Perhaps they should be two separate staffs. It would actually make sense to carry both (+another with straight up combat bonuses) in the event that someone manages to find both. This gives me an image of one of those traveling high-mages with 3-5 staffs strapped to their back. ;)

I do really like your wording and have edited the Conduit Staff as well as added a Staff of Spell storing. I also removed a lot of the extra features from both staffs so they are much simpler now. What do you think? Also, what are your thoughts on the well-stones?
 
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Woops, my bad. In any case, you are correct, I did in fact consult the entry for that ring in the DMG while writing up those stats. If just absorbing is what you are looking for I would build it off of the Rod of Absorption in the DMG. I'd be happy to stat it up later, but I'll be on a trip without internet access for the next couple weeks, so it may take a bit. Also, the well-stones look nice, though would consider changing the consequence for absorbing a spell while the stone is full. As it stands, even a single well-stone filled to capacity can negate a meteor swarm on you at the mere cost of 18 hp; that would feel better if you were at least limited to only being able to do so while you have room in the stone.

Also, I didn't realize until now that you can totally dual wield staves. Well, for some definition of wield, but it still sounds rad.
 
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Woops, my bad. In any case, you are correct, I did in fact consult the entry for that ring in the DMG while writing up those stats. If just absorbing is what you are looking for I would build it off of the Rod of Absorption in the DMG. I'd be happy to stat it up later, but I'll be on a trip without internet access for the next couple weeks, so it may take a bit. Also, the well-stones look nice, though would consider changing the consequence for absorbing a spell while the stone is full. As it stands, even a single well-stone filled to capacity can negate a meteor swarm on you at the mere cost of 18 hp; that would feel better if you were at least limited to only being able to do so while you have room in the stone.

Also, I didn't realize until now that you can totally dual wield staves. Well, for some definition of wield, but it still sounds rad.

Lol, I have looked at the robe of useful items so many times, yet I dont remember the rod of absorption at all, though surely I MUST have read it at some point. Maybe I was subconciously trying to remind myself about it when I was creating the conduit staff. XP

I agree, perhaps it should be a "greater absorption staff", things like able to cast up to 8th level spells and is refilabable (it doesnt get tossed after 50 charges are fillled an used, that always bugs me when a super rare item is consumable, especially if it's something that doesn't seem like it should be consumable like a staff).

So it turns out the staff I wanted/needed was in the DMG this whole time. Now that we have those two staffs, what should we make the "Conduit Staff" do? Because now I am just obsessing that this staff exist, maybe because I'm too embarissed about trying to create an item that already exists. :P Perhaps it could do something like redirect spells?

Conduitt Staff:
Each day you can whip it out as a reaction (fine, as an action, that would probably make more sense)/ it can be used as a reaction to redirect a spell that has targeted you, immediatly picking a target you can see and making that the target of the spell which now takes place on your turn (spells above 5th level are at half power?). It can be used as a reaction only once until the end of your next turn, and only three times until a short or long rest, after three it is just a staff until after a long rest.

And the Conduit Wand:
Same as Conduit staff, but CAN be used as a reaction even if not being wielded, but each use causes it to shudder, roll a d20... I know there are items that do this kind of thing already, but roll becomes harder after every use, after a short rest it goes down one level, after a long rest it goes down 3 levels. Difficulty modifyers would be number of uses + spell that is being redirected level - spellcasting modifier?... on a failed save, it shatters (befor or after redirecting the spell?) causing 2d4 force damage per spell level.


Hm... good point about the well stones. Perhaps only allow going over by 3 levels and increasing the damage to 2d4 per level?

PS. Enjoy your trip. :)
 
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