************************************** MAGIC SCROLLS ************************************** From DMG p. 139 Most scrolls are spells stored in written form, while a few bear unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. (Note limits of spellcasting power for spell scrolls.) SPELL SCROLL (DMG p. 200) Spell must be on a caster's class spell list to use as an action (no need to provide any spell's components). Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect. (Also see Variant: Scroll Mishaps rule below.) REQUIRED SPELLCASTING ABILITY CHECK * Cantrip (Common) ... DC 10 * 1st Level Spell (Common) ... DC 11 * 2nd Level Spell (Uncommon) ... DC 12 * 3rd Level Spell (Uncommon) ... DC 13 * 4th Level Spell (Rare) ... DC 14 * 5th Level Spell (Rare) ... DC 15 * 6th Level Spell (Very rare) ... DC 16 * 7th Level Spell (Very rare) ... DC 17 * 8th Level Spell (Very rare) ... DC 18 * 9th Level Spell (Legendary) ... DC 19 Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. VARIANT: SCROLL MISHAPS 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. SCROLL MISHAP (roll 1d6) * 1 ... 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. * 4 ... 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 cold. * 5 ... 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. * 6 ... 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, if the target has moved away. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. SPELL SCROLL * Cantrip (Common) ... Save DC 13 or Attack Bonus +5 * 1st Level Spell (Common) ... Save DC 13 or Attack Bonus +5 * 2nd Level Spell (Uncommon) ... Save DC 13 or Attack Bonus +5 * 3rd Level Spell (Uncommon) ... Save DC 15 or Attack Bonus +7 * 4th Level Spell (Rare) ... Save DC 15 or Attack Bonus +7 * 5th Level Spell (Rare) ... Save DC 17 or Attack Bonus +9 * 6th Level Spell (Very rare) ... Save DC 17 or Attack Bonus +9 * 7th Level Spell (Very rare) ... Save DC 18 or Attack Bonus +10 * 8th Level Spell (Very rare) ... Save DC 18 or Attack Bonus +10 * 9th Level Spell (Legendary) ... Save DC 19 or Attack Bonus +11 A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. COSTS OF SCROLLS * Common (Cantrip, 1st level) ... 50 to 100 g.p. * Uncommon (2nd, 3rd level) ... 101 to 500 g.p. * Rare (4th, 5th level) ... 501 to 5,000 g.p. * Very Rare (6th, 7th, 8th level) ... 5,001 to 50,000 g.p. * Legendary (9th level) ... 50,001 g.p. or more SCROLL OF PROTECTION Rare item (value 501 to 5,000 g.p.) Unlike spell scrolls, scrolls of protection may be used by any character that speaks a language and can read. Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. CREATURE TYPE (roll 1d%) * 01-10 ... Aberrations * 11-20 ... Beasts * 21-30 ... Celestials * 31-40 ... Elementals * 41-50 ... Fey * 51-75 ... Fiends * 76-80 ... Plants * 81-00 ... Undead Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. House Rule: A Greater Scroll Of Protection works as above, but DC 20 Charisma check to break through the barrier.