Shrapp Hamnier
Explorer
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

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)
- Well Stone Cluster (can be attuned)

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