The Staff of Darkmoore

Darkwood Staff

Category:
weapon (melee)
Description:

The Staff of Mandrakin
Masterwork Darkwood Staff, +1
1d8 +1


Heirloom Level 1
Darkwood Staff, Masterwork quality, Low Intelligence – Chooses weilder, burns others for 1d4 damage.
At-Will Power: Light (Wiz 1) – On command, radiates light in a 15 foot radius.
Once per day power: Sleet Storm – Hampers vision and movement.

Mount: Summons riding horse for 2 hours/level.
Spell Storing – Cast up to a level 1 spell into the staff and gain 3 uses of the spell as standard actions. – Functions as wand

Heirloom Level 2
Weapon Intelligence increases +2
At-will Powers:
Feather Fall (Wiz 2)
Once Per Encounter: Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Once Per Day: Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Spell Storing – Cast up to a level 2 spell into the staff and gain 3 uses of the spell as standard actions. – Functions as wand



Heirloom Level 3
Weapon Intelligence increases +2
At-Will Powers:
Identify: Determines properties of magic item.
Arcane Sight: Magical auras become visible to you.
Once per encounter:
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Once Per Day:
Dismissal: Forces a creature to return to native plane.

Spell Storing – Cast up to a level 3 spell into the staff and gain 3 uses of the spell as standard actions. – Functions as wand


Heirloom Level 4
Weapon intelligence increase +2
At-Will Powers:
Fog Cloud: Fog obscures vision.
Locate Object: Senses direction toward object (specific or type).
Once Per Encounter:
Charm Monster: Makes monster believe it is your ally.
Once Per Day:
Mislead: Turns you invisible and creates illusory double.

Spell Storing – Cast up to a level 4 spell into the staff and gain 3 uses of the spell as standard actions. – Functions as wand


Heirloom Level 5
Weapon Int +2
At-Will power:
Wind Wall: Deflects arrows, smaller creatures, and gases.
Encounter Power
Dismissal: Forces a creature to return to native plane.
Daily Power
Hold Person, Mass – One or more humanoid creatures, no two of which can be more than 30 ft. apart

Spell Storing – Cast up to a level 5 spell into the staff and gain 3 uses of the spell as standard actions. – Functions as wand

Bio:

A Magical Staff, I have not yet discovered its full potential but I know that it is very old and very powerful. I seek more lore on this item so that I may truly discover its absolute power. It seems to have taken quite a liking to me (being neglected by my archmage master who had no ambition beyond his current comforts) and will burn anyone who attempts to take it. Its primary innate ability seems to be light, I can use this staff to light my way and it seems to do an unrealistic amount of damage when I use it to for physical combat.

The Staff of Darkmoore

Tales from Freniya lordicefalcon