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Help me balance crazy over the top artifacts
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<blockquote data-quote="AmandaBarbarian" data-source="post: 9062434" data-attributes="member: 7042010"><p>Artifact 2:<span style="font-family: 'Calibri'">Staff of the Ancients</span></p><p><span style="font-family: 'Calibri'">Doce bellum pacem praedicare</span></p><p><span style="font-family: 'Calibri'">"Preach peace Teach War"</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This amber tipped mithril staff is carved with symbols of peace and love.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">This staff counts as a magic finesse weapon that you can use the better of your str,dex,int or cha as your attack stat, and it deals 1d12 with versatile 2d6.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Anyone can attune to this and as long as they have it on them they have a mage armor effect on them, and if they are a spell caster they always count as having shield prep/known</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">It has 20 charges and regains 2d8 charges every night at midnight.</span></p><p><span style="font-family: 'Calibri'">An attuned spell caster can at will detect magic, and launch a bolt of unairing force (exactly like a single magic missile)at a range of 30ft that deals 2d6 force damage to 1 target and 1d6 to another within 30ft you can concentrate for up to 1 minute and keep the force bolt in effect using your bonus action to guide it to unfailingly hit 1 target each round for 2d4 force thereafter.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">You can spend 1 charge to cast Misty Step, 2 Charges to cast Arcane eye*, Invisibility*, arcane gate*, or acid arrow, 3 charges to put up a wall of force*, or cast fly* on yourself, or 5 charges for a lesser disintegration that deals your HD as force damage but still can reduce to ash.</span></p><p><span style="font-family: 'Calibri'">If any spell has concentration (marked with*) you can spend double the charges to have the staff concentrate instead of you, the staff can only have 1 concentration going at a time.</span></p><p><span style="font-family: 'Calibri'">As a ritual the attuned user can cast magic circle for 5 charges, this take 10 minutes… once done though it also can be used to spend 10 charges to open a teleport circle to a circle you know the code for.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Once per day if the attuned user would die, instead they are cocooned in amber for 3d6 days and when the time end they awaken with 0HD and half there max hp, but otherwise as if they had taken a long rest.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">DANGER: when the staff recharges at midnight if you have less HD remaining then the number of charges it regained (on the 2d8) you gain a level of exhaustion </span></p></blockquote><p></p>
[QUOTE="AmandaBarbarian, post: 9062434, member: 7042010"] Artifact 2:[FONT=Calibri]Staff of the Ancients Doce bellum pacem praedicare "Preach peace Teach War" This amber tipped mithril staff is carved with symbols of peace and love. This staff counts as a magic finesse weapon that you can use the better of your str,dex,int or cha as your attack stat, and it deals 1d12 with versatile 2d6. Anyone can attune to this and as long as they have it on them they have a mage armor effect on them, and if they are a spell caster they always count as having shield prep/known It has 20 charges and regains 2d8 charges every night at midnight. An attuned spell caster can at will detect magic, and launch a bolt of unairing force (exactly like a single magic missile)at a range of 30ft that deals 2d6 force damage to 1 target and 1d6 to another within 30ft you can concentrate for up to 1 minute and keep the force bolt in effect using your bonus action to guide it to unfailingly hit 1 target each round for 2d4 force thereafter. You can spend 1 charge to cast Misty Step, 2 Charges to cast Arcane eye*, Invisibility*, arcane gate*, or acid arrow, 3 charges to put up a wall of force*, or cast fly* on yourself, or 5 charges for a lesser disintegration that deals your HD as force damage but still can reduce to ash. If any spell has concentration (marked with*) you can spend double the charges to have the staff concentrate instead of you, the staff can only have 1 concentration going at a time. As a ritual the attuned user can cast magic circle for 5 charges, this take 10 minutes… once done though it also can be used to spend 10 charges to open a teleport circle to a circle you know the code for. Once per day if the attuned user would die, instead they are cocooned in amber for 3d6 days and when the time end they awaken with 0HD and half there max hp, but otherwise as if they had taken a long rest. DANGER: when the staff recharges at midnight if you have less HD remaining then the number of charges it regained (on the 2d8) you gain a level of exhaustion [/FONT] [/QUOTE]
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