```metadata title: Scepter of Savras description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` ### Scepter of Savras *Staff, artifact (requires attunement)* Before the rise of Myth Drannor, Azuth and Savras battled for supremacy among the mortals favored by Mystra. Eventually the Lord of Spells succeeded in imprisoning his rival in this scepter. Over the centuries, Savras gathered enough power to teleport the scepter away from Azuth's grasp, before being finally released by his rival. However, at the time of the demigod's release, the scepter vanished again, taking with it the majority of Savras's power that it had absorbed. Made from gray duskwood, the scepter bears nine star sapphires along its length. The base is capped by a diamond bearing the symbol of Savras, while the upper end bears a diamond claimed to have 1,000 facets, carved with the symbol of Azuth. This scepter can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. It also has the magical properties of a *crystal ball of mind reading* in addition to the following properties. **Random Properties.** The *Scepter of Savras* has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the *Dungeon Master's Guide*: * 2 minor beneficial properties * 1 major beneficial property * 1 minor detrimental property **Spells.** The scepter has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: *arcane eye* (3 charges), *augury* (1 charge), *clairvoyance* (2 charges), *detect thoughts* (1 charge), *divination* (3 charges), *find the path* (5 charges), *legend lore* (4 charges), *locate creature* (3 charges), *locate object* (1 charge), *nondetection* (2 charges), or *scrying* (4 charges). The scepter regains 1d10 expended charges daily at dawn. You can also use an action to cast one of the following spells from the staff without using any charges: *detect evil and good*, *detect magic*, *guidance*, or *identify*. **Supreme Imprisonment.** When you hit a creature with a melee attack using the staff, you can attempt to imprison the target in the scepter. The target must succeed on a DC 17 Charisma saving throw or be imprisoned in the diamond at the top of the *Scepter of Savras*; if it succeeds, it becomes immune to this effect for 24 hours. While imprisoned, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. Light can pass through the diamond normally (allowing the target to see out, but only the creature attuned to the scepter can see in). Nothing else can physically pass through, even by means of teleportation or planar travel. You can use the *Scepter of Savras* to imprison only one creature at a time. You can release a creature trapped in the scepter over the course of three consecutive turns, using your action on each turn to strike the base of the staff to the ground and speak the imprisoned being's true and complete name. **Nondetection.** The *Scepter of Savras* can't be targeted by any divination magic or perceived through magical scrying sensors. **Random Teleportation.** The wild magic of the Time of Troubles and the residues of Savras's release seem to have imbued the scepter with the ability to teleport randomly. Each day at dawn, the GM rolls 1d100. There is a cumulative 1 percent chance per day that the *Scepter of Savras* teleports to another random location in the multiverse. **Destroying the Scepter.** While the goddess of magic Mystra or her avatar is holding the *Scepter of Savras*, she can use an action to snap it between her fingers, destroying it. The scepter is also instantly destroyed if a creature attuned to it attempts to imprison the god Azuth with it.