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Staff of the Magi 5e: Charges, Spell Absorption and the Retributive Strike
The Staff of the Magi is a legendary staff that requires attunement by a Sorcerer, Warlock or Wizard. It's a +2 quarterstaff that also adds +2 to your spell attack rolls, holds 50 charges for 13 charged spells plus 6 free ones (Fireball and Lightning Bolt at 7th level for 7 charges each), gives Advantage on saving throws against spells, and can absorb a spell aimed only at you to refill itself. Break it and it explodes for up to 16 times its remaining charges in damage. For an arcane caster it is worth the attunement slot over almost anything else.
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Staff of the Magi Rules Text
Here's the 2014 version (SRD 5.1), then the 2024 version (SRD 5.2.1).
Staff of the Magi
2014 rules
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
LegendaryRequires attunement by a sorcerer, warlock, or wizard
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 gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: 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), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
LegendaryRequires attunement by a Sorcerer, Warlock, or Wizard
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
The charge costs, the spell list and Spell Absorption match. The 2024 card puts the spells in a table and rewrites the Retributive Strike, which is the biggest change between the two.
How the Staff of the Magi Works
Attunement and the passive bonuses
Only a Sorcerer, Warlock or Wizard can attune, and a multiclassed character with a level in any of those three qualifies. Once you're attuned, holding the staff gives you:
•+2 to attack and damage rolls with the staff as a quarterstaff
•+2 to spell attack rolls, which covers Fire Bolt, Eldritch Blast and every other spell that uses an attack roll
•Advantage on saving throws against spells
The bonus doesn't touch your spell save DC. Save spells you cast from the staff, or from your own slots, use your normal DC.
Charges and recharge
The staff holds 50 charges. Each dawn it regains 4d6 + 2 expended charges, 16 on average, with a range of 6 to 26. If you spend the last charge, roll a d20; on a 20 it regains 1d12 + 1 charges. On any other roll nothing happens: unlike several other SRD staffs, this one doesn't crumble when emptied. At 16 charges a day on average, the sustainable budget is about two 7-charge spells; the full 50 is a stockpile for one big fight.
Casting spells from the staff
You cast with your own spell save DC, and the 2014 text adds your spellcasting ability. Every spell on the list has a casting time of an action. The general rules for spells from items apply: no spell slot, no components, the spell's normal range and duration, and you must concentrate on spells that need Concentration. Unless the staff names a higher level, each spell is cast at its lowest level.
Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, Protection from Evil and Good
0
Lowest
Detect Magic, Enlarge/Reduce, Protection: yes
Fireball at 7th level deals 12d6 fire damage, 42 on average, the same as burning a 7th-level slot on it. The free spells can be cast as often as you like, one action at a time. The best value is utility: Plane Shift for 7 charges, Passwall for 5, Invisibility or Knock for 2.
Spell Absorption
When another creature casts a spell that targets only you, you can take your Reaction to cancel it. The staff gains charges equal to the spell's level. Some consequences follow straight from the text:
•Area spells can't be absorbed. A spell's description says what it targets. Fireball and Cone of Cold pick a point and fill an area; they don't target you. Your Advantage on the save is all the staff does against them.
•Single-target spells aimed at you can. Hold Person, Disintegrate or Dispel Magic cast on you are fair game.
•A spell aimed at you and someone else can't. "Only you" rules out a Bless or Hold Person upcast to catch two targets.
•Cantrips are free to absorb. A cantrip is level 0, so it adds no charges and can never push the staff past 50.
•The 50-charge cap is real. If absorbing a spell would put the staff above 50, the staff explodes as if you'd triggered the Retributive Strike, 50 percent chance of planar escape included. At 47 charges, absorbing a 4th-level spell blows it up.
The Reaction is optional. With a full staff, let the spell resolve and rely on your Advantage on the save.
The Retributive Strike
Breaking the staff takes an action (2014) or a Magic action (2024). The staff is destroyed and explodes in a 30-foot radius around itself. You have a 50 percent chance to travel instantly to a random plane of existence and avoid the blast. Otherwise you take force damage equal to 16 times the remaining charges. Everyone else in the area makes a DC 17 Dexterity save.
With 50 charges left:
Who
2014 damage (fail / success)
2024 damage (fail / success)
You, if you don't escape
800 force
800 Force
Others within 10 ft
400 / 200
300 / 150 Force
Others 11 to 20 ft
300 / 150
300 / 150 Force
Others 21 to 30 ft
200 / 100
300 / 150 Force
The 2014 text gives your damage as force but names no type for anyone else; the 2024 text makes all of it Force. For scale, an Ancient Red Dragon has 546 hit points (2014) or 507 (2024), so a full staff takes 400 or 300 off one that fails its save next to the blast. 800 damage kills any player character, so the strike is a coin flip with your life plus the loss of a legendary item. Allies in range get hit too: the 2024 blast is worse for them at 25 feet (300 instead of 200) and better up close (300 instead of 400).
Staff of the Magi: 2014 vs 2024
2014 (SRD 5.1)
2024 (SRD 5.2.1)
Rarity / attunement
Legendary; Sorcerer, Warlock or Wizard
Same
Weapon and spell attack bonus
+2 / +2
+2 / +2
Charges and recharge
50; 4d6 + 2 at dawn; d20 on last charge
Same
Casting spells
An action; your spell save DC and spellcasting ability
Spell's casting time (all are an action); your spell save DC
Spell list and costs
13 charged spells, 6 free
Same 19 spells, same costs
Spell Absorption
Reaction, advantage on saves vs spells
Same
Retributive Strike action
An action
A Magic action
Strike area
30-ft-radius sphere
30-ft Emanation
Damage to others
8×, 6× or 4× charges by distance; type unstated
6× charges, Force, everywhere in the area
Value
No price in the SRD
200,000 GP (legendary)
Day to day, nothing changes: casting from the staff plays the same way. The 2024 explosion is easier to run, with no distance bands and one damage type. Under 2014 rules the text is silent on the type others take. DM ruling: use force, the type the same explosion deals to the wielder.
Is the Staff of the Magi Worth It?
For a Wizard or Sorcerer, yes, and it's usually worth the attunement slot over anything else. Compare it with the Staff of Power, the other high-end arcane staff in the SRD:
Staff of the Magi
Staff of Power
Rarity
Legendary
Very rare
Charges
50
20
Defense
Advantage on saves vs spells, Spell Absorption
+2 AC and +2 saving throws
Spell attack bonus
+2
+2
Retributive Strike (others, failed save)
Up to 8× charges (2014), 6× (2024), from 50 charges
Same multipliers in 2014, 4× in 2024, from 20 charges
The Staff of Power defends better against weapons, since +2 AC and +2 to all saves apply to everything. The Staff of the Magi has two and a half times the charges, a stronger spell list and a counter for enemy casters: better against a lich, worse against a giant.
A Wizard saves slots (7 charges of Fireball keeps a 7th-level slot free). A Sorcerer gains 19 spells they didn't know. A Warlock covers a thin slot budget and adds +2 to every Eldritch Blast beam.
When it's a trap: in the hands of a character who uses it as a bomb. The strike destroys a 200,000 GP item and gives you a coin flip on surviving.
Staff of the Magi for DMs
Where it turns up. A legendary item belongs at high levels: the final room of a wizard's tower, the hoard of an archmage the party defeated, or a reward from a power that wants a problem solved for good. Neither edition's Archmage stat block carries one, but an archmage holding it is a much harder fight: Advantage on saves against the party's spells and a Reaction that cancels single-target spells.
What it changes. The party gets a portable Plane Shift and Passwall, which removes most travel and locked-door obstacles. Single-target spells against the wielder become unreliable, so a villain holding this staff wants allies who rely on area spells.
Pricing. The 2024 SRD sets legendary items at 200,000 GP and says items rarer than rare might be sold only in wondrous locations, such as a city on another plane. The 2014 SRD has no price. If a player wants to sell one, the magic item rarity calculator shows what that rarity tier is worth.
At the table. Track the charges openly; absorbing a 4th-level spell at 47 charges is fatal, and a reminder is fair. Decide in advance where "a random plane of existence" sends a wielder who breaks the staff and wins the coin flip.
Hooks.
•A dying wizard asks the party to carry her staff to a tower and break it there. She doesn't mention that the tower is full of her rival's apprentices.
•The staff's owner fled to a random plane after breaking a staff years ago. A new Staff of the Magi turns up, and the owner wants it.
Charges spent, charges left, and who's holding the staff are the details that tend to drift between sessions. Loreify records the game and writes a recap so the table has the numbers next time.
Frequently Asked Questions
How many charges does the Staff of the Magi have?
•It regains 4d6 + 2 expended charges each dawn. If you spend the last charge, roll a d20; on a 20 it regains 1d12 + 1 charges immediately.
Who can attune to the Staff of the Magi?
A Sorcerer, Warlock or Wizard, in both the 2014 and 2024 SRDs. A multiclassed character with a level in one of those classes qualifies.
What happens if the Staff of the Magi goes over 50 charges?
It explodes as if you'd triggered its Retributive Strike. That happens if Spell Absorption would push it above 50, so stop absorbing leveled spells when it's near full. Cantrips add no charges.
How much damage does the Retributive Strike do?
You take 16 times the remaining charges in force damage unless you escape (50 percent chance). Others in 30 feet save at DC 17: in 2014 they take 8, 6 or 4 times the charges by distance; in 2024 they take 6 times the charges as Force damage. Half on a success.
Can the Staff of the Magi absorb a Fireball?
No. Spell Absorption works only on a spell that targets only you, and an area spell like Fireball targets a point. You still get Advantage on the Dexterity save while you hold the staff.
How much is a Staff of the Magi worth?
200,000 GP under the 2024 SRD, the standard value of a legendary item. The 2014 SRD has no magic item prices.
Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.