Major Overcharge
Passive Ability

If you expend the item's last charge, roll a d20. On a roll of 9 or lower, the item becomes a nonmagical item that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the item regains 1d6 of its expended charges.

Attached Items
# Type Name
1 Weapon Staff of the Magi
2 Weapon Staff of Fate
3 Weapon Staff of Power
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information