It has been a busy week again, so instead of writing some sub-par article that I'm not happy with, I have decided to dip into the archives. I hope that you enjoy it! Hopefully I'll be able to sit down and write some new content soon. - RIP
We’ve
talked about potions, and now it is time for what most probably is the
DM’s least favorite treasure to dish out. No, I’m not talking about
flaming swords or Rings of Spell-Turning, no, I’m talking about the
dreaded Scrolls! These things are a huge pain in the bottom. Now, I
don’t know about you, but when I roll these things up then I pray and
plead, and probably whine to the gods of the dice to just let it be a
protection scroll, but it never fails. POOF! It comes up a wizard spell
or some crap.
There is no easy way to do this. Scrolls
are, by their own nature, an evil necessity. It is also kept brief to
allow us better control over what spells that our wizards have access
too.
Today we’ll be doing a whole bio of these time
consuming things, both random and character created, so lets have some
fun shall we!
SCROLLS, THE LOW-DOWN
According to the Player’s Handbook:
Scrolls:
Scrolls are a convenience and luxury for spellcasters. By reading the
incantation written on the pages, the priest or wizard can instantly
cast that spell. He does not need to memorize it, have the material
components handy, or do any of the things normal spellcasting requires.
Experienced and powerful wizards normally spend their evenings preparing
such scrolls for their own adventuring use.
Some scrolls are
usable by all characters, granting special but temporary protections
from various dangers—evil creatures, werewolves, powerful beings from
other planes, etc. Other scrolls bear hideous or humorous curses,
brought into effect at the mere reading of their titles. Unfortunately,
the only way to know what a scroll contains is to silently scan its
contents. For scrolls containing wizard spells, this requires the use of
a read magic spell. Other scrolls can be read by all. This scan
does not cast the spell written on the scroll, but it tells the
character what is written there (and exposes him to the effects of
curses). Once the scroll is read, it can be used at any time in the
future by that character.
Again, nice and straight forward.
SCROLL RESEARCH
Scroll
research is one of the most important benefits of the spell casters
class. It is probably through scrolls found during an adventure which
allows the wizard to find a new spell to add to his spell book, and it
is also how the DM can introduce brand new priest spells into the
campaign world.
Of course I am assuming that you know
how magic works, but for a brief and sloppy rehash, Priests can pray for
ANY spell within their spheres of influence, and Wizards can only
memorize spells that they have written into their spell books.
With
that said, once a Priest is aware of a spells existence, then he can
pray to his god to grant it to him, requiring that he has access to that
sphere, of course. This is more important to a wizard, however, because
if he finds a new spell written on a scroll, he must make a decision:
Should he cast the spell, or add it to his spell book?
The
wizard must still research the spell, but it is at half the cost and
takes half the time as normal, and he still has to roll to see if he can
learn the spell. If he succeeds in learning it, then he can add it to
his spell book, but either way the spell disappears from the scroll, its
magic was spent because the mage had to analyze the effect.
Unfortunately, this kind of research can not be completed just anywhere,
and never during adventures. You have to have carefully controlled
environments to master the effects and record your success and failures
accurately.
SCROLL CAPACITIES
Scrolls
can be no longer then 25 pages long, of course this is a misleading
sentence, by pages I mean an equivalent because the scroll is just one
piece of paper that is rolled up. Each spell requires an amount of space
equal to the spells level, plus an additional 1d6-1 pages.
A
scroll may not be completely filled, as it is sometimes preferred by
some wizards to hide protective devices and traps which will trigger
against those who may steal the scroll from them . . . now who would go
and do a nasty thing like that?
CREATING YOUR OWN SCROLLS
Experienced
players know what a time saver that this is, and any wizard of 9th
level, or priest of 7th level can create them. A character cannot create
a scroll to a spell that he doesn’t know, it must be in his spellbook,
or previously granted to him by his god in the case of a cleric.
Protection scrolls are a bit different then spell scrolls; in order to
properly do it, the protective spell has to fall within the purview of
the characters art, or current spell list. As long as the wizard knows
the spell, he can start fabricating it, all he needs is a few tools of
the trade, and you guessed it! They are expensive little buggers.
The Quill:
A normal, run of the mill common pen will not do! We are talking about
serious magical forces here, and manipulating them demands only the
best. Quills can sometimes come from an animal that can cast the spell,
such as the tail feathers of a cockatrice is used for transcribing the
flesh to stone
spell, tips of bone, wisps of hair, the nature of magic is mystery, and
the more mysterious one makes it the better. A wizard who hand picks
his own quill improves his chances of success by 5%.
The Paper:
Again, the scroll must be capable of excepting the magic. Paper is a
commodity in most D&D settings, it is worth more then gold! True
paper works the best (+5%), hand woven parchment is also preferred,
especially among adventuring mages (0% but it holds up a bit better
under stress then paper). In a pinch, one can use Papyrus, however the
papyrus plant itself tends to taint wizard spells (-5%)
OPTIONAL RULE: Spells that effect plants or are earth based gain a 5% bonus when scribed on papyrus
The Ink:The
last, and most important ingredient to writing scrolls is the Ink
itself! This is where the DM can get creative, as things can be brewed
into the ink. Few wizards trust store bought inks, unless the ink is
from a reputable source and specifically designed for magical
inscriptions. Many wizards demand to have specially made ink for each
scroll, and the inks must compliment the spell, for it is in the ink
itself that is hidden the components needed to charge the words once
they are spoken.
Once all of the ingredients have been
acquired, finally the spell caster can begin scribing the spell. The
wizard must have their spell books at hand to guide their work, while
priests must work on a specially constructed alter, the actual process
takes 1 full day per spell level, this includes short naps and bites of
food. If at anytime the spell caster gets interrupted while transcribing
the scroll, it was all for naught, the entire project is ruined.
After
the work has all been completed, the DM secretly checks for success.
The base chance is 80%. This number is either increased or decreased by
the numbers above for the materials used. The level of the spell is also
taken into account, -1% per level is subtracted from the base, however
the spell caster gains a +1% per his level. This number is checked with a
percentile dice.
Example: Memnock, the 12th level
mage(+12%) is making a scroll of 5th level (-5%). He’s using parchment
(+0%) and the feather of a griffon which he plucked from the beast
himself(+5%)! Giving Memnock a 92% chance of success.
Failure
indicates that the spell will fail once it is cast, but the player
won’t be aware of this. The scroll will also be cursed in some way, if
remove curse
is cast on it, the entire scroll will turn to dust. A single scroll can
contain 1 to 6 spells, the number determined randomly by the DM. The
player can never be certain of the amount of space required, even for
the same spell on two different scrolls.
A failed
attempt takes up all of the scroll, now naturally a scroll could have
spells that worked correctly before the failed attempt, in cases like
this, they are normal and only the failed spell will curse the user once
it is read.
If you’re reading a scroll that you yourself have prepared then you don’t need to cast
read magic to cast it.
SCROLLS AS TREASURE
To
figure out the XP value of the scroll, add up all of the spell levels
and multiply them by 100. Easy as pie! Of course the hard part is
picking out which ones to give to the players.
The
scroll itself is usually found in a cylinder or tube of some kind, made
of anything that your devious mind can conceive: from Ivory to leather.
To make them more of a mystery you can have magic runes or some other
kind of writing that the wizard must cast a
read magic or
comprehend language to open it. If we are feeling particularly mean we can also trap the scroll with
symbols,
explosive runes, and curses.
Each
scroll is written differently, so a wizard can find a hundred scrolls
with the same spell and still not be able to identify it without first
using
read magic each and every time. Once that particular scroll
has been deciphered, the mage or cleric can cast the spell at any time
that he or she wishes.
It is worth noting that even a scroll map will appear to be unreadable until a the proper spell is used to decipher it (usually
comprehend languages). Also, a cursed scroll doesn’t radiate any evil or betray its existence until the spell is read.
The
only scroll which can be read by any character without the use of a
read magic spell are protection spells, these are immediately apparent
and should be identified immediately. Wizards can only use wizards
spells, Priests can only use Cleric spells, Thieves, can of course, use
both.
SPELL LEVELS
One of those
bizarre things that many folks don’t know is that the level of the
wizard who wrote the scroll is used to determine what level the spell is
cast at, NOT the character casting the spell. Actually, if you think
about it, this makes perfect sense! A mage created the scroll for
himself, and he can set the casting level as he wishes, this changes the
spells characteristics (range, duration, area of effect, etc.),
typically, the casting level is set at least 1 level higher then that
required to cast the spell, but never below 6th level of experience.
In
other words, a 6th level wizard spell is written at 13th level of
ability, and a 7th level spell is set to 15th level. This will allow
DM’s to make scrolls more powerful by increasing the level at which they
are written, but of course this will also effect the chances of the
spell failing. Hee hee hee
MAGICAL SPELL FAILURE
A
spell which is inscribed at a higher level then the caster has a chance
of just fizzling out. There is a 5% chance of this happening per level
difference. Thus, a 1st level character attempting to cast a
wish inscribed at an 18th level of experience (18-1 = 17; 17 x 5% = 85%) has an 85% chance of failing.
Once
a failure has been indicated, we roll again, just to see what happens.
There is always a chance that the spell may not just fizzle out, but
actually screw up! reversing the spell, or in some other way becoming
harmful for the person casting it.
Table 112 in the DMG dictates the results.
Caster Level Difference: Reverse or Harmful Effect indicated
1-3: 5%
4-6: 15%
7-9: 25%
10-12: 35%
13-15: 50%
16+: 70%
USING SCROLLS
When
a scroll is copied into a spellbook, or read to release its magic, the
writing completely and permanently disappears from the scroll, the paper
itself wilts and/or is destroyed, a scroll of 4 spells becomes a scroll
of 3 spells. No matter what a player tries, a spell on a scroll is only
usable once. Of course, there are rumors out there that very powerful
mages from ancient times have been able to create scrolls that can be
read once per week, now THAT is some powerful magic there, and this
could just be a rumor.
CASTING SCROLL EFFECTS
Reading
a scroll effects your initiative, thus, one must state that they are
going to read a scroll prior to his initiative. Protection scrolls
always have the reading times listed in their explanation, thus if you
come up with new protective scrolls, don’t forget this in your own
descriptions.
A scroll requires only sufficient light
to read by, and that the caster can speak normally and freely.
Infravision may or may not be powerful enough to read a scroll by, I
know in my games standard Infravision of 60’ isn’t capable of reading a
scroll in the dark, but 120’ Infravision is.
If the
caster is hit by an attack or stops reading for any reason, the spell
will fizzle and be ruined, however no adverse effects will ever happen
if these events.
PROTECTION SCROLL 101
Protection
scrolls can be used together, their effects are cumulative, however the
duration will always stay the same. It is also worth saying that these
things can never be used as an offensive weapon, if the scroll is
intended to ward a specific creature away, and the warded character
corners the specific creature, giving him no where safe to flee, then
the protective ward is considered to be broken and disappears. I think
that every body tries that trick at least once, and it should always
fail.
RANDOM SPELL LEVELS
A DM
should always set the spell levels himself, however this isn’t always practical. Thankfully
Table 90
in the DMG makes things pretty easy to determine randomly, but you’ll
still need to pick and choose the appropriate spells by hand picking
them from the PHB.
They say that you can randomly chose
spells too, however, regardless of how much of a pain in the butt it is
to hand pick them, we can better control our games if we insist upon
it. Remember, a wizard can always chose to add this into his spellbook,
even if he has to save it for months to do it, and if our wizard becomes
to strong for our games, well, it is our fault for giving him the ammo
to do it.
CURSED SCROLLS
We
should be as mean as possible when constructing our curses. Naturally, a
1st level mage can really be destroyed by too mean of a spell, as he
probably doesn’t have the funds required to have the curse removed, so
these should be as annoying to the victim as possible without actually
making it dangerous. Curses shouldn’t ever be pretty, maybe for low
level wizards their eyes always glow, reducing their CHARISMA
score until they can afford to have it fixed. Maybe natural
rain water starts to burn them, or anytime they touch gold it turns it
into wood? For high level play, where a fellow character has access to
remove curse, these can be dangerous as you can make them.
Of
course, devising curses is an art. We have to be careful that we don’t
accidentally give them another attack, or a special power such as making
metal items that they touch instantly rust, or something along those
lines. Players are crafty little buggers, they don’t need help in the
gaining new powers department.