Dungeon Master's Guide 5E

(Jeff_L) #1
A magic staff is about 5 or 6 feet long. Staffs vary widely
in appearance: some are of nearly equal diameter
throughout and smooth, others are gnarled and twisted,
some are made of wood, and others are composed of
polished metal or crystal. Depending on the material, a
staff weighs between 2 and 7 pounds.
Unless a staff's description says otherwise, a staff can
be used as a quarterstaff.

A magic wand is about 15 inches long and crafted of
metal, bone, or wood. It is tipped with metal, crystal,
stone, or some other material.

Whether crafted for some fell purpose or forged to
serve the highest ideals of chivalry, magic weapons are
coveted by many adventurers.
Some magic weapons specify the type of weapon
they are in their descriptions, such as a longsword or

A character might drink one potion while still under the
effects of another, or pour several potions into a single
container. The strange ingredients used in creating potions
can result in unpredictable interactions.
When a character mixes two potions together, you can
roll on the Potion Miscibility table. If more than two are
combined, roll again for each subsequent potion, combining
the results. Unless the effects are immediately obvious,
reveal them only when they become evident.

d1 00 Result





The mixture creates a magical explosion,
dealing 6d10 force damage to the mixer and
1d10 force damage to each creature within 5
feet of the mixer.
The mixture becomes an ingested poison of
the OM's choice.
Both potions lose their effects.
One potion loses its effect.
Both potions work, but with their numerical
effects and durations halved. A potion has no
effect if it can't be halved in this way.
Both potions work normally.
The numerical effects and duration of one
potion are doubled. If neither potion has
anything to double in this way, they work
Only one potion works, but its effect is
permanent. Choose the simplest effect to
make permanent, or the one that seems
the most fun. For example, a potion of
healing might increase the drinker's hit point
maximum by 4, or oil of etherealness might
permanently trap the user in the Ethereal
Plane. At your discretion, an appropriate
spell, such as dispel magic or remove curse,
might end this lasting effect.


longbow. If a magic weapon doesn't specify its weapon
type, y ou may choose the type or determine it randomly.

Wondrous items include worn items such as boots,
belts, capes, gloves, and various pieces of jewelry and
decoration, such as amulets, brooches, and circlets.
Bags, carpets, crystal balls, figurines, horns, musical
instruments, and other objects also fall into this catch-
all category.

Using a magic item's properties might mean wearing
or wielding it. A magic item meant to be worn must be
donned in the intended fashion: boots go on the feet,
gloves on the hands, hats and helmets on the head, and
rings on the finger. Magic armor must be donned, a
shield strapped to the arm, a cloak fastened about the
shoulders. A weapon must be held in hand.
In most cases, a magic item that's meant to be worn
can fit a creature regardless of size or build. Many
magic garments are made to be easily adjustable, or the:
magically adjust themselves to the wearer.
Rare exceptions exist. If the story suggests a good
reason for an item to fit only creatures of a certain
size or shape, you can rule that it doesn't adjust. For
example, armor made by the drow might fit elves only.

A creature who tries and fails to cast a spell from a spell scroll
must make a DC 10 Intelligence saving throw. If the saving
throw fails, roll on the Scroll Mishap table.

d6 Result
A surge of magical energy deals the caster 1d6
force damage per level of the spell.
2 The spell affects the caster or an ally
(determined randomly) instead of the intended
target, or it affects a random target nearby if the
caster was the intended target.
3 The spell affects a random location within the
spell's range.



The spell's effect is contrary to its normal one,
but neither harmful nor beneficial. For instance,
a fireball might produce an area of harmless
The caster suffers a minor but bizarre effect
related to the spell. Such effects last only
as long as the original spell's duration, or
1d10 minutes for spells that take effect
instantaneously. For example, a fireball might
cause smoke to billow from the caster's ears for
1d10 minutes.
The spell activates after 1d12 hours. If the
caster was the intended target, the spell takes
effect normally. If the caster was not the
intended target, the spell goes off in the general
direction of the intended target, up to the spell's
maximum range, ifthe target has moved away.
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