The Stormcaller Staff is a magnificent weapon, standing at nearly six feet tall and crafted from polished ebony wood. Adorned with intricate silver engravings that depict thunderclouds and lightning bolts, the staff crackles with contained electrical energy. At its crown rests a large, shimmering gemstone that pulsates with an ever-changing array of vibrant colors, resembling a miniature storm trapped within.
Lore: Legend speaks of an ancient order of druids known as the Tempest Keepers, who wielded the power of storms to protect the natural world. It is said that the Stormcaller Staff was crafted by the greatest of these druids, who channeled their mastery over the elements into its creation. The staff is believed to contain the essence of a primordial storm, granting its wielder control over the tempestuous forces of nature.
Stats:
- Level: Tier 1
- Rarity: Rare
- Type: Magical Staff
- Tags: Elemental Amplification, Tempest Wielder, Storm Conduit, Thunderstrike Focus, Galeborne, Arcane Tempest, Skybreaker, Primordial Charge, Windcaller, Lightning Resonance
- Requires: Attunement by a spellcaster
Cost: The Stormcaller Staff is a highly sought-after artifact, often fetching a price of 6,000 gold pieces. Its value lies in its remarkable craftsmanship, the rare materials used, and the immense power it grants to those who can harness its storm-infused magic.
Use: When attuned to the Stormcaller Staff, the character gains the following benefits:
- Storm’s Fury: The character can use an action to summon a bolt of lightning to strike a target within 120 feet. The target must make a Dexterity saving throw against the character’s spell save DC, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. This ability can be used once per long rest and represents the staff’s ability to harness the power of lightning.
- Windswept Maneuver: As a bonus action, the character can command the staff to conjure a gust of wind, granting them a flying speed of 30 feet until the end of their turn. This ability allows the character to maneuver swiftly across the battlefield, gaining a tactical advantage or reaching otherwise inaccessible areas.
- Thunderous Resonance: Spells cast by the character that deal lightning or thunder damage have their damage increased by 1d6. Additionally, any creature hit by such a spell must make a Constitution saving throw against the character’s spell save DC or be deafened until the end of their next turn. This ability represents the staff’s ability to amplify the power of lightning and thunder-based spells.
- Elemental Resistance: The character gains resistance to lightning and thunder damage, making them more resilient against the very forces they command.
The Stormcaller Staff, a rare and powerful artifact, would only be found in select locations across the world of Saṃsāra. These shops would cater to powerful spellcasters, druids, and collectors of ancient magical items. The price of the staff would fluctuate based on the rarity of such magical relics in the region, the prestige of the shop, and the access to elemental magic within the locale.
- Elemental Sanctuaries
- Location: Sanctuaries dedicated to elemental magic, often found in regions where natural forces like storms, wind, or lightning are prevalent, such as mountaintops or storm-ravaged coasts.
- Description: These sanctuaries are temples to the primal elements, run by druids or elementalists who safeguard powerful artifacts. They typically do not sell such items for coin but barter for rare magical resources or demand a test of elemental mastery before relinquishing such a powerful staff.
- Cost: Barter system or 10,000 gold pieces, with the addition of rare materials like elemental stones or shards of magical storms.
- Arcane Markets
- Location: Found in bustling trade cities, these markets are hubs for magical commerce, visited by wizards, scholars, and adventurers seeking powerful relics.
- Description: At high-end stalls or magical auction houses, the Stormcaller Staff would be displayed with reverence, likely behind protective wards or in heavily guarded vaults. These markets are known for showcasing rare artifacts, and the staff would be a centerpiece of any auction. The cost is steep, and negotiations would involve both wealth and influence.
- Cost: 8,000 to 12,000 gold pieces, depending on the clientele and the prestige of the market. The item might come with additional enchantments or the option to attune it on purchase.
- Guild-Enchanted Armories
- Location: Large cities that host powerful guilds of magic-users or elementalists. These guilds often have private armories filled with enchanted gear for their members.
- Description: Only high-ranking guild members would have access to the Stormcaller Staff, which is likely passed from one master spellcaster to the next as a symbol of rank and accomplishment. While it is technically available for sale, it would require guild influence or loyalty to acquire. Non-members would be charged a premium, and even then, would need to prove their ability to wield it.
- Cost: 7,500 to 9,000 gold pieces for members, and 12,000 gold pieces or higher for non-members.
- Secretive Black Markets
- Location: Hidden within underground trade routes or in lawless cities, these black markets deal in the illegal trade of magical items.
- Description: The Stormcaller Staff would likely be stolen or sold illicitly, handled by rogue dealers, mercenaries, or power-hungry buyers. While the price might be lower, there is always the risk that the item is cursed, malfunctioning, or comes with dangerous hidden conditions. Additionally, the buyer might be drawn into intrigue or hunted for possessing such a rare artifact.
- Cost: 5,000 to 7,000 gold pieces, though the true cost could involve more than just gold, such as owing a favor or being entangled in underworld politics.
- Traveling Elemental Caravan
- Location: These caravans roam the elemental crossroads of Saṃsāra, appearing near major magical festivals or at sites of high elemental activity.
- Description: Run by wandering elementalists, these caravans offer a wide range of elemental artifacts for sale or trade. The Stormcaller Staff would be a rare offering, reserved for special customers or those with a deep affinity for elemental magic. Haggling and proving one’s worth are common before such an artifact changes hands. The caravans might also require the buyer to undergo trials or contribute rare materials as part of the transaction.
- Cost: 9,000 gold pieces, or trade for similarly rare elemental resources or items of great value.
- Relic Auction Houses
- Location: Found in the high courts of magically-inclined noble families or in cities renowned for their magical history, these auction houses are known for selling only the rarest and most powerful artifacts.
- Description: The Stormcaller Staff would be a highlight of any auction, with nobles, high-ranking wizards, and wealthy collectors vying for its purchase. The auction process would include fierce bidding, with the price rapidly escalating due to the reputation of the staff and the legend of the Tempest Keepers.
- Cost: 10,000 to 15,000 gold pieces, depending on the wealth of the bidders and the prestige of the auction house.
In each of these shops or markets, the Stormcaller Staff would be treated with great reverence and caution. Buyers would need to be powerful, wealthy, or connected to the right circles to obtain such a rare and valuable item, often needing to demonstrate their affinity with elemental magic or provide valuable resources in exchange.
In the world of Saṃsāra, the Stormcaller Staff offers versatile offensive and defensive capabilities depending on the environment. Its ability to control lightning, wind, and thunder makes it a powerful tool in combat, and its usage changes depending on the terrain, setting, and tactical needs.
- Mountainous Terrain
- Defense: On mountain peaks, where storms are frequent, the wielder can use the Elemental Resistance ability to protect themselves from natural lightning strikes and harsh winds. The staff’s natural connection to the elements amplifies its power, allowing the wielder to draw on the surrounding storm energy to reinforce their defenses. This can create a protective zone where lightning damage is halved, allowing the wielder to move through the storm unharmed.
- Offense: From high ground, the Storm’s Fury ability is ideal for striking down enemies below. The wielder can channel the naturally occurring lightning, using the staff to guide the bolt with precision, striking enemies hidden in narrow mountain passes or making use of the elevated position for a tactical advantage. Additionally, the Thunderous Resonance can be devastating in this terrain, with the soundwaves echoing off the mountains, disorienting enemies and causing avalanches to disrupt enemy movements.
- Urban Combat (City Streets, Rooftops)
- Defense: In a tight urban environment, the Windswept Maneuver ability allows the wielder to evade enemies and navigate rooftops with ease. The flying speed granted by the staff lets the user leap from building to building, avoiding direct combat and positioning themselves strategically for defense. The gust of wind can also knock back opponents, forcing them to retreat or lose footing on narrow streets or rooftops.
- Offense: The Storm’s Fury ability is highly effective in narrow streets, where enemies have limited mobility. By targeting specific groups, the lightning can strike multiple foes in a confined space, dealing heavy damage. The Thunderous Resonance amplifies the effect of lightning and thunder-based spells, allowing the wielder to cast destructive magic with extra force, deafening and disorienting enemies in close quarters.
- Open Battlefield
- Defense: On an open battlefield, the wielder can use the staff’s Elemental Resistance to shield themselves from enemy magic and ranged attacks that involve lightning or thunder. The staff also offers the user mobility, allowing them to outmaneuver ground troops by flying above the battlefield using Windswept Maneuver, making them a difficult target for conventional weaponry.
- Offense: The staff’s Storm’s Fury can be unleashed on groups of enemies, dealing heavy damage over a wide area. The 120-foot range of the lightning bolt makes it an ideal weapon for long-range attacks, allowing the wielder to take out key targets like siege weapons or enemy commanders. If enemies attempt to surround the wielder, Thunderous Resonance can be used to break their formation, scattering troops and deafening them to slow their advance.
- Forests and Dense Wilderness
- Defense: In a dense forest or jungle, the staff’s Windswept Maneuver helps the wielder evade enemies by moving swiftly through the trees. The gust of wind can also be used to push away predators or hostile forces, creating space between the wielder and ambushing creatures. The staff’s Elemental Resistance protects the user from natural hazards such as lightning storms that might occur in these regions.
- Offense: Lightning strikes can be guided through the canopy, using Storm’s Fury to hit foes hidden among the trees or attempting to flee. Additionally, Thunderous Resonance can be used to create a shockwave through the forest, stunning wildlife or enemy scouts and deafening them, making it easier to track or hunt them down.
- Coastal and Sea-Based Combat
- Defense: While fighting near water or during a storm at sea, the Elemental Resistance granted by the staff becomes crucial, protecting the wielder from the volatile combination of water and lightning. When storms rage over the ocean, the staff can absorb and deflect the dangerous energies in the air, shielding the wielder from natural or magical lightning strikes. The Windswept Maneuver can also be used to escape over the water or leap between ships.
- Offense: At sea, the Storm’s Fury can devastate enemy ships. By summoning a bolt of lightning, the wielder can strike the mast or deck of an enemy vessel, potentially starting fires or disabling vital components. Thunderous Resonance can be used to amplify the wielder’s thunder-based spells, disorienting enemy crews with the deafening roar and possibly cracking ship timbers under the force of the amplified sound.
- Underground Dungeons or Caverns
- Defense: In enclosed environments such as dungeons or caves, the wielder can use Elemental Resistance to protect themselves from potential traps involving lightning or thunder. Windswept Maneuver allows for quick escapes through narrow passages, letting the wielder fly over pitfalls or evade dangerous creatures lurking below.
- Offense: The Storm’s Fury is particularly useful in confined spaces. Lightning bolts can be directed down long corridors to strike multiple enemies in a row, using the staff’s range to keep distance from enemies while still dealing significant damage. Thunderous Resonance would have an amplified effect in such environments, as the confined walls echo the sound, potentially causing structural damage or collapsing sections of a dungeon to trap or slow enemy forces.
- Deserts and Arid Regions
- Defense: In harsh desert environments, the Elemental Resistance protects the wielder from the frequent electrical storms that may occur in such areas. The Windswept Maneuver can be used to glide over shifting sands or dangerous terrain, avoiding pitfalls or ambushes set by desert raiders.
- Offense: With little cover in the open desert, Storm’s Fury can be used to strike enemies from great distances, ensuring the wielder remains out of reach while dealing heavy damage to clusters of enemies. The amplified sound of Thunderous Resonance can disorient large groups, allowing the wielder to scatter enemies before they close in.
- Roleplay Dynamics:
- Defense: The Stormcaller Staff enhances the wielder’s mobility and resilience in almost every environment. Whether it’s granting protection from lightning, offering escape routes via flight, or using gusts of wind to push back enemies, the staff’s abilities ensure the wielder stays agile and shielded from harm.
- Offense: The staff’s offensive capabilities excel in both ranged and close-quarters combat, providing powerful area-of-effect damage with lightning bolts and amplified thunder spells. It can break enemy formations, disorient opponents, and bring down powerful foes from a distance, giving the wielder command over the battlefield.

Perception of Activation:
- User’s Perspective
- Sight: Upon activation, the gemstone at the crown of the staff begins to glow with intense, vibrant colors that shift rapidly, mimicking a contained storm. Arcs of lightning dance along the length of the staff, lighting up the surrounding area with a bluish glow. The engravings depicting thunderclouds seem to come alive, as if the storm etched into the wood is now swirling within it.
- Sound: A low rumbling, like distant thunder, fills the air, growing louder as the staff charges with power. The crackle of electricity becomes more prominent, almost drowning out other ambient noises. As lightning arcs outward, small pops and hisses are heard, accompanied by the deep, resonant hum of the staff channeling storm energy.
- Touch: The staff vibrates faintly in the wielder’s hands, a subtle but constant hum of energy flowing through the wood. The air around the user becomes charged, and their hair may stand on end due to the static electricity. The staff feels slightly lighter, as if energized and brimming with power.
- Smell: There’s a sharp scent of ozone, like the air just before a lightning strike. The smell is crisp and electrifying, almost metallic, intensifying as the staff draws in energy from the environment.
- Taste: A faint metallic tang fills the mouth, likely a result of the heightened electrical field around the staff. It’s not overwhelming but noticeable, adding to the sense of immersion in the storm’s power.
- Extrasensory Perception: The user feels an almost spiritual connection to the storm, sensing the raw elemental forces being drawn into the staff. It feels as though time slows momentarily, giving the user heightened awareness of the wind, air pressure, and any surrounding elemental magic. The staff creates a magnetic pull toward areas of high elemental activity.
- Positives:
- Increased awareness of elemental forces and an empowering sense of control over them.
- The user feels more in tune with the environment, able to harness lightning and wind with ease.
- The electric energy flowing through the staff makes the wielder feel more agile, powerful, and confident.
- Negatives:
- The continuous vibration and sound can cause mild discomfort, making it difficult to focus on delicate tasks or communication.
- The static electricity around the staff can become uncomfortable, causing tingling or light shocks.
- Prolonged exposure to the ozone and metallic taste might lead to nausea or fatigue over time.
- Observer’s Perspective
- Sight: Observers see the staff come to life as arcs of lightning pulse from the gemstone at the top. The gemstone glows with shifting hues of blue, violet, and silver, illuminating the area around the wielder. The engravings along the staff flicker with light as if they are filled with storm energy. The air around the staff appears to ripple slightly, as if disturbed by the force within.
- Sound: To an observer, the staff emits a loud crackling sound, interspersed with the booming of distant thunder. The noise is intense and can be heard clearly even over other sounds in the environment. The hum of the staff becomes an overwhelming presence, signaling that great power is being controlled.
- Touch (from a distance): Those near the wielder may feel a light tingling sensation on their skin as the electrical energy from the staff interacts with the environment. Objects near the wielder might become statically charged, causing hair to rise or metal objects to buzz faintly.
- Smell: A strong scent of ozone fills the air, sharp and electrifying. It’s almost overwhelming to bystanders, as though they are standing beneath a storm waiting to break.
- Extrasensory Perception: Any magically attuned observers or those with elemental sensitivity would feel the staff’s raw power like a vortex of energy pulling on the surrounding environment. They might sense the primal forces being drawn into the staff, creating an aura of danger and awe.
- Positives:
- Awe-inspiring to witness; the wielder appears as a master of the storm, commanding respect and fear.
- The intense energy signals a threat, likely causing enemies to think twice before approaching.
- The visual and auditory cues from the staff create a mesmerizing effect, drawing attention and making the wielder the focal point of any scene.
- Negatives:
- The constant crackling and booming can be distracting or unnerving, especially to allies who are not used to such power.
- Nearby allies may feel uncomfortable due to the static charge in the air, leading to mild irritation or distraction.
- The intense light and sound could potentially interfere with the focus or concentration of those nearby, especially in delicate combat or negotiation scenarios.
The activation of the Stormcaller Staff is a sensory overload, filling the environment with bright flashes of lightning, intense rumbling thunder, and a sharp smell of ozone. For the user, it is a moment of heightened awareness and power, but prolonged use can lead to discomfort or distraction. Observers will feel both awe and trepidation, but might also become uneasy due to the overwhelming presence of the storm energy.
Crafting Recipe: Stormcaller Staff
- Materials Needed:
- Ebony Wood (Storm-Touched) – 6 feet (The core of the staff must be crafted from ebony wood that has been struck by lightning. This wood is often found in regions prone to storms and imbued with elemental energy.)
- Silver Filigree – 2 feet (Silver wire etched with runes, used to create the intricate engravings of thunderclouds and lightning bolts along the staff.)
- Gem of the Tempest – 1 large gemstone (A rare gem that pulses with energy, ideally found in caverns or mountains where elemental storms have shaped the land. Must be attuned to elemental lightning.)
- Essence of the Storm – 1 vial (Distilled storm energy, captured during an actual thunderstorm. It must be drawn from a magical storm or collected by elementalists.)
- Windsteel Thread – 2 spools (Magical thread used to bind the gemstone securely to the staff while allowing elemental energy to flow through it.)
- Etheric Crystal Dust – Small pouch (A fine powder of etheric crystals to be sprinkled into the engravings, enhancing the conductivity of the magical energy.)
- Binding Runes of the Tempest – Set of enchanted runes (Engraved on small stone tablets to help channel and control the elemental energy within the staff.)
- Elemental Ink – 1 vial (Used to inscribe protective sigils and elemental runes on the staff, ensuring it can withstand the storms it harnesses.)
- Tools Required:
- Stormforge Hammer – A specialized hammer infused with elemental magic, required to shape the wood and silver filigree while preserving its storm energy.
- Runic Inscription Set – A set of magical chisels and engraving tools used to etch the elemental runes and patterns into the staff.
- Attunement Chamber – A magical chamber used to bind the Essence of the Storm and the Gem of the Tempest to the staff.
- Enchanted Needle – A needle made from a thunderbird’s talon, used to sew the Windsteel Thread and secure the gemstone.
- Alchemical Forge – A special forge where materials infused with elemental power are tempered and bound to the staff, stabilizing its magical properties.
- Skill Requirements:
- Woodworking (Master Level) – To carve and shape the storm-touched ebony wood without disrupting its infused energy.
- Arcane Enchantment (Advanced Level) – The crafter must have knowledge of elemental magic to properly harness the storm energy and bind it into the staff.
- Runic Inscription (Journeyman Level) – Skill in carving precise elemental runes to enhance and control the storm energy.
- Gemcrafting (Intermediate Level) – Necessary for shaping the Gem of the Tempest and binding it securely to the staff with magical thread.
- Elemental Affinity (High) – An innate or trained connection to storm or lightning magic to safely manage and channel the raw power within the staff.
- Crafting Steps:
- Prepare the Ebony Wood: Begin by carving the Storm-Touched Ebony Wood into a smooth staff, approximately six feet in length. Use a Stormforge Hammer to shape the wood, ensuring that the lightning-infused properties are not lost during the process. The wood should resonate with a low hum as it is carved, signifying that it retains its connection to the storm.
- Engrave the Staff: Using the Runic Inscription Set, etch intricate patterns of thunderclouds and lightning bolts along the length of the staff. As you engrave, sprinkle Etheric Crystal Dust into the carvings to enhance their ability to channel elemental energy. Carefully carve spaces for the Binding Runes of the Tempest, which will be placed later.
- Set the Silver Filigree: Take the Silver Filigree and wind it along the engraved sections of the staff. The silver wire should follow the carved lightning patterns, amplifying the staff’s ability to conduct storm energy. Ensure that the wire is tightly bound and connected to the areas where the gemstone will rest.
- Prepare and Set the Gem of the Tempest: Shape the Gem of the Tempest with Gemcrafting Tools, ensuring it fits perfectly into the crown of the staff. The gemstone should pulse faintly with energy when prepared correctly. Once shaped, sew the Windsteel Thread around the gemstone to secure it to the top of the staff. The thread will allow the storm energy to flow between the wood and the gemstone, maintaining balance.
- Infuse the Staff with the Essence of the Storm: Place the staff in the Attunement Chamber. Pour the Essence of the Storm over the staff, allowing the liquid to seep into the wood and filigree. This process will take one full day and requires the crafter to focus on channeling elemental energy into the staff. During this time, the staff will begin to crackle with faint lightning arcs as it absorbs the essence.
- Engrave the Binding Runes: After the infusion is complete, take the Binding Runes of the Tempest and inscribe them into the staff. These runes will stabilize the elemental power within the staff, ensuring it does not overload the wielder. Use Elemental Ink to write protective sigils along the shaft, increasing its durability and resistance to elemental backlash.
- Final Enchantment and Activation: Place the staff into the Alchemical Forge for its final tempering. This will bind the materials and stabilize the storm energy. The forge must be charged with elemental energy during the process, often requiring the staff to be exposed to natural lightning. After a day in the forge, the staff should be ready for use, crackling faintly with stored power.
- Attunement Process: To fully activate the staff, the user must undergo a ritual attunement. This involves standing in an open area during a thunderstorm and raising the staff to the sky. The storm’s lightning will be drawn into the staff, fully awakening its powers and binding it to the wielder.
- Crafting Time: Approximately 10 days, with rest intervals during the infusion and tempering phases.
- Cost: The total cost of materials and tools would be around 15,000 gold pieces, due to the rare and powerful components required.
Tale of the Keeper of Tempest’s Call
Long before men knew the words for sky and ground, there was the Order of the Tempest Keepers, whose hearts did walk among clouds and storms. It was told to them by the winds that the sky, it had no master, yet it obeyed the voice of one. This voice was the Caller, but his name, it was long forgotten. He was said to be not man nor spirit, but a shape of both, who walked in places where storms do not sleep, and the air itself was angry.
It was by his hand that the Stormcaller Staff was first shaped, born not from forest wood but from the First Thunder’s Branch, a tree that did rise where the earth was cracked open by the sky’s rage. The staff was long, taller than its maker, black as the storm’s shadow, and at its top there rested a jewel, not of earth, nor stone, but of Sky’s Heart — that which men had not seen before or since.
The Caller, whose voice did command the storm, held the staff in hand and spoke not to men, but to thunder, to lightning, and to wind. His words, though lost to time, were said to have called down the fury of a thousand storms, yet never did his voice break. The storm, it followed him. Where he stood, the sky darkened, and the air trembled. It was said, “He did not walk in rain, but rain walked with him.”
When lands were dry and men did cry to the sky for water, the Caller would come, and the clouds would answer. But men, as men do, grew greedy, and asked the storm to strike down their enemies. One king, whose name has turned to dust, demanded that the Caller bring storm upon his foes and destroy their fields with lightning. The Caller, silent as ever, raised his staff, and the sky split open. The storm came not for the king’s enemies but for all, for the storm knew no master but the storm itself.
For seven days and seven nights, the storm raged. The king’s land, his enemies’ land, and all between became one sea of thunder and wind. Men and beasts were swept into the sky, and mountains were broken into dust. The Caller did stand, staff in hand, while all around him the storm answered his call. But when the eighth day came, the Caller was gone, and the staff was lost, buried in the remains of what once was land.
It is said that the Stormcaller Staff still waits, sleeping beneath the earth, where the storm left its last mark. Those who seek it believe the one who finds it will again speak with the storm’s voice, and the skies will remember their master.
Moral of the Story: To call the storm is to know that no voice can rule the sky, for the sky is not ruled — it is free. The hand that asks the storm for power must not ask it for harm, for the storm does not know kindness nor anger. It only knows its own will.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- Description: The Stormcaller Staff is an ancient artifact wielded by druids who could control storms. Its power to summon lightning and manipulate weather is tied to forgotten, eldritch knowledge that comes with great risk to the wielder’s sanity.
- Game Stats:
- Artifact Powers:
- Storm’s Fury: Once per day, the wielder may call down a bolt of lightning. Roll POW (success rate 50%). If successful, the bolt deals 2D10 electrical damage to a target within 120 yards. On failure, the wielder suffers 1D4 Sanity loss and takes 1D6 electrical damage.
- Thunderous Resonance: When casting spells dealing with weather or sound, the wielder gains a +10% bonus to the Occult roll and adds 1D6 to the damage dealt by lightning or thunder spells.
- Windswept Maneuver: Once per day, the wielder can levitate for 1D6 minutes, moving at a speed of 30 feet per round, avoiding obstacles and gaining height advantage.
- Elemental Resistance: The wielder gains +2 armor against electrical or sonic damage.
- Sanity Cost: Each use of Storm’s Fury or Windswept Maneuver costs 1D3 Sanity points due to the overwhelming power channeled through the staff.
- Drawbacks: Extended use risks not only mental degradation but also attracting the attention of cosmic beings tied to elemental forces.
- Artifact Powers:
Blades in the Dark
- Description: The Stormcaller Staff is a rare arcane implement capable of channeling elemental forces. This staff can be a powerful weapon in the hands of those skilled in manipulating weather, but it can also draw dangerous attention from spirits and otherworldly forces.
- Game Stats:
- Stormcaller Staff (Arcane Item, 3 Load):
- Storm’s Fury: Once per score, the user can summon a lightning bolt as an Attune action. On a success, deal 3 harm (electroplasmic) to a target within medium range. If the roll fails, the staff discharges, dealing 2 harm to the user.
- Thunderous Resonance: When the user casts a spell or performs a ritual involving weather, they gain potency, increasing the effect’s area or damage by +1.
- Windswept Maneuver: The staff allows the user to temporarily fly for a short duration (2 ticks on the clock). It counts as a Push action but can be resisted with Resolve.
- Storm Shield: Provides special armor against electrical attacks or electroplasmic forces, usable once per score.
- Drawbacks: If the staff is overused, the GM may introduce a Devil’s Bargain, attracting unwanted spiritual or elemental entities.
- Stormcaller Staff (Arcane Item, 3 Load):
Dungeons & Dragons (5th Edition)
- Wondrous Item (Rare, requires attunement by a spellcaster)
- Description: The Stormcaller Staff is a powerful magical staff that allows the wielder to harness the forces of storms. It provides offensive and defensive capabilities, and its abilities make it a prized weapon for spellcasters who favor elemental magic.
- Game Stats:
- Storm’s Fury: Once per long rest, as an action, the wielder can summon a bolt of lightning. The target must make a Dexterity saving throw (DC = the wielder’s spell save DC), taking 4d6 lightning damage on a failed save or half as much on a success.
- Windswept Maneuver: As a bonus action, the wielder gains a flying speed of 30 feet for 1 minute. Usable once per long rest.
- Thunderous Resonance: Spells that deal lightning or thunder damage cast by the wielder have their damage increased by 1d6. Additionally, any creature hit by such a spell must succeed on a Constitution saving throw (DC = the wielder’s spell save DC) or be deafened until the end of their next turn.
- Elemental Resistance: The wielder has resistance to lightning and thunder damage while attuned to the staff.
- Drawbacks: Overuse of the staff risks it attracting wild magical storms, causing chaotic weather conditions around the user.
Knave
- Description: The Stormcaller Staff is a rare magical weapon that channels the raw power of storms. In the hands of an experienced user, it can summon lightning and thunderous blasts to devastate enemies, but its power can be unstable.
- Game Stats:
- Stormcaller Staff:
- Storm’s Fury: Once per day, the wielder may summon a bolt of lightning at a target within 60 feet. The bolt deals 1d8 damage. Roll an additional d6; on a 1, the staff backfires, dealing 1d4 damage to the wielder.
- Windswept Maneuver: The wielder may take an extra movement action once per day, allowing them to fly for one round at a speed of 30 feet.
- Thunderous Resonance: Whenever the wielder casts a spell that deals lightning or thunder damage, it deals +1d6 additional damage.
- Shock Resistance: The wielder takes half damage from lightning-based attacks.
- Drawbacks: The staff may cause unintended weather phenomena, such as small thunderstorms or gusts of wind, after frequent use.
- Stormcaller Staff:
Fate Core
- Description: The Stormcaller Staff allows the wielder to harness the power of storms and control elemental forces. It is a powerful relic for those attuned to weather magic.
- Game Stats:
- Aspect: Master of the Tempest – The wielder gains control over storms, lightning, and wind.
- Stunt 1: Storm’s Fury – Once per session, spend a Fate Point to summon a bolt of lightning. Make an Attack roll (using Will) against a target within two zones. On a success, deal 4 shifts of electrical damage.
- Stunt 2: Windswept Maneuver – Once per scene, the wielder can move between zones by flying on gusts of wind (for one exchange).
- Stunt 3: Thunderous Resonance – When casting or invoking weather-related powers, gain +2 to overcome challenges involving wind or storm-based attacks.
- Drawbacks: The wielder may attract dangerous entities or be compelled by the storm itself, leading to unintended complications during a session.
- Aspect: Master of the Tempest – The wielder gains control over storms, lightning, and wind.
Numenera & Cypher System
- Description: The Stormcaller Staff is an ancient artifact that channels powerful storm energy, giving its wielder control over lightning and thunder.
- Game Stats:
- Level: 6
- Effect: The wielder can summon lightning, control winds, and resist electrical damage.
- Storm’s Fury: Once per day, unleash a bolt of lightning at a target within long range. Roll an Intellect roll against difficulty 6. On success, deal 12 points of damage (ignores 2 Armor).
- Windswept Maneuver: Once per day, the wielder can fly for up to 10 minutes at a speed of 30 feet per round.
- Thunderous Resonance: Spells or abilities that deal electrical damage deal +4 points of damage and deafen the target for one round.
- Electrical Resistance: While wielding the staff, the user gains +2 Armor against electrical damage.
- GM Intrusion: The staff may accidentally trigger environmental changes, such as storms or electrical hazards, even when not in use.
Pathfinder (2nd Edition)
- Wondrous Item (Rare, requires attunement by a spellcaster)
- Description: The Stormcaller Staff allows the wielder to harness elemental storm power, making them a formidable force in battle.
- Game Stats:
- Storm’s Fury: Once per day, you can cast Chain Lightning as a 5th-level spell. The spell save DC is 22.
- Windswept Maneuver: Once per day, as a free action, the wielder can gain a flying speed of 30 feet for 10 minutes.
- Thunderous Resonance: Spells that deal lightning or thunder damage cast by the wielder have their damage increased by 2d6. Creatures damaged by these spells must succeed on a Fortitude save (DC 20) or be deafened for 1 minute.
- Elemental Resistance: The wielder gains resistance 10 to lightning and thunder damage.
- Drawbacks: Extended use of the staff without rest may cause the wielder to become fatigued or attract wild storms to their location.
Savage Worlds (Adventure Edition)
- Description: The Stormcaller Staff is a powerful relic that channels the fury of storms, capable of summoning lightning and controlling the winds.
- Game Stats:
- Stormcaller Staff (Artifact)
- Storm’s Fury: The wielder can fire a bolt of lightning as a ranged attack (Range: 12/24/48). On a successful hit, deal 3d6 electrical damage. This ability costs 2 Power Points (PP).
- Windswept Maneuver: As a free action, the wielder can gain flight at a speed of 30 feet per round for 5 minutes. This ability costs 2 PP and can be used once per day.
- Thunderous Resonance: Spells or abilities that deal electrical or thunder damage deal +1d6 extra damage. This ability costs 1 PP and lasts for one round.
- Shock Resistance: The wielder gains +2 Toughness against electrical damage.
- Drawbacks: On a roll of 1 on any die when using the staff’s abilities, it backfires, dealing 2d6 damage to the wielder and causing nearby storms to form or intensify.
Shadowrun (6th Edition)
- Description: The Stormcaller Staff is a powerful magical focus designed to control elemental forces, particularly electricity and wind. Highly sought after by spellcasters, it requires delicate handling to avoid dangerous discharges.
- Game Stats:
- Device Rating: 5
- Storm’s Fury: The wielder can channel a bolt of lightning as a Complex Action. Roll Spellcasting + Magic (target’s Defense). On a hit, the target takes 8P electrical damage (AP –4). Drain value 4.
- Windswept Maneuver: As a Complex Action, the user can gain temporary flight (Movement 15 meters) for up to 2 minutes. Drain value 3.
- Thunderous Resonance: When casting spells that deal lightning or thunder damage, add +2 to the spell’s DV.
- Shock Resistance: The wielder gains +2 to resist electrical damage.
- Drawbacks: The staff’s power is unstable. Any glitch or critical glitch causes electrical backlash, dealing 4P damage to the user.
Starfinder
- Description: The Stormcaller Staff is a rare artifact, ideal for mystics and technomancers who manipulate elemental energy. It provides powerful offensive abilities and grants the wielder resistance to elemental effects.
- Game Stats:
- Level: 9
- Price: 20,000 credits
- Bulk: 1
- Storm’s Fury: Once per day, as a standard action, the user can cast Call Lightning Storm (spell level 4). The storm lasts for 1 minute, and each strike deals 6d6 electricity damage.
- Windswept Maneuver: Once per day, the wielder can gain a flying speed of 60 feet for 1 minute as a swift action.
- Thunderous Resonance: Spells that deal electricity or sonic damage gain +2 to attack rolls and deal an extra 2d6 damage.
- Elemental Resistance: The wielder gains electricity resistance 10.
- Drawbacks: The staff is unstable, and using Storm’s Fury requires a Fortitude save (DC 18). On a failure, the user becomes fatigued.
Traveller (Mongoose 2nd Edition)
- Description: The Stormcaller Staff is an ancient artifact from a forgotten era. It channels powerful electrical energy, allowing the wielder to summon lightning and control storms, making it invaluable in combat situations.
- Game Stats:
- Tech Level: 14
- Traits: Electrical Attack, Energy Manipulation
- Storm’s Fury: The wielder can discharge a bolt of lightning at a target up to 50 meters away. Roll 2D + Dexterity vs. target’s armor. On a hit, the bolt deals 6D damage (half armor applies).
- Windswept Maneuver: The staff allows the wielder to gain flight for 5 minutes at a speed of 12 meters per round. Usable once per day.
- Electrical Resistance: The wielder gains +4 to Endurance checks to resist electrical damage.
- Drawbacks: Extended use may cause fatigue or electrical burns. The user must roll 2D + Intelligence 8+ after each use of Storm’s Fury to avoid malfunction.
Warhammer 40k: Wrath & Glory
- Description: The Stormcaller Staff is a powerful relic from a bygone age, capable of unleashing storms and controlling the elemental forces of thunder and lightning. It’s highly valued among psykers and elementalists.
- Game Stats:
- Keywords: Relic, Arcana, Power Field
- Storm’s Fury: As an Action, the wielder can unleash a lightning bolt at a target within 36 meters. Roll Ballistic Skill (DN 3). On a hit, deal 12+1ED electrical damage (AP –3).
- Windswept Maneuver: Once per session, the wielder can gain flight for 2 rounds, moving up to 18 meters per round. Usable as a Free Action.
- Thunderous Resonance: Any spell or ability that deals lightning or sonic damage gains +1d6 to damage rolls.
- Elemental Resistance: The wielder gains +2 to defense against electrical or sonic attacks.
- Drawbacks: On a roll of 1, the staff backfires, dealing 1d6 shock damage to the wielder and summoning a random elemental entity into the scene.
