Staff, rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, the mage gets advantage versus Darkness spells to dispel them.
The staff contains 10 charges for the following powers: (the staff regains 1d6+2 charges daily at dawn.)
Power Strike: When the wielder hits with a melee attack using this staff, he can expend 1 charge to deal and extra 1d6 radiant damage to the target (increases to 2d6 versus Undead, Shadow creatures, or Drow.)
Spells: While holding this staff, the mage can expend 1 or more charges to cast the following spells from it, using the mage’s DC and spell attack bonuses (if a spell is currently beyond the mage’s level, he cannot cast that spell yet): Light (0 Charges, at will, Crystal atop staff only); Dancing Lights (1 Charge); Daylight (3 Charges); Sunburst (4 Charges)
This staff was designed specifically to be wielded by a 1st Level Character (a noble mage’s father or if a commoner, his master gave it to him) so that the character can “grow into it.” The mage does not have access to its higher powers until he is of a level where he can cast the spell himself; thus, a 1st or 2nd Level mage can use it as a melee weapon, or cast Light or Dancing Lights from it, but not Daylight or Sunburst. Since mages are physically weak and rarely go hand-to-hand, I felt it necessary to allow access to a 1d6 Power Strike even at 1st Level.