Spell Scrolls

Scrolls can be found rolled up in any number of decorative or plain tubes. A scroll tube may be magically sealed such that a character must cast read magic to read the magical words that open it. Reading the writing on the tube will also reveal whether the tube has been cursed or protected with a magical trap. Once opened, if an arcane spell scroll, a further read magic spell must be used to comprehend the magical script. (Note that once read magic has been used on a scroll, the same user does not need to cast it again to comprehend the same scroll at a later time.)

A cursed scroll is triggered by the use of read magic, but other scrolls are not. At the GM’s option, a scroll may have up to a 3 in 10 chance of its magical writing vanishing if left in a scroll tube for an extended amount of time without casting read magic on the scroll to learn its nature.

When spell scrolls are found, use the table below to determine what class of spells is present. Only characters of the appropriate class may use the spells.

d10 Class
1-6 Magic user
7 Illusionist
8-9 Cleric
10 Druid

For the purposes of spell casting, all spells function as if cast by a spell user with one more level of experience than is necessary to cast the spell. However, all spells cast from a scroll are cast as the minimum equivalent of a 6th level spell caster. Thus, even a 1st level spell will be cast as if by a 6th level spell caster. Note that if a spell caster uses a scroll spell for a spell which he or she would normally be unable to cast due to being of insufficient level, there is a cumulative 5% probability that the spell fails for each level the caster is lower than the level required. For instance, if a 2nd level cleric attempts to use a spell that normally must be cast by a cleric of 4th level, there is a 10% chance of spell failure. In addition, if a roll indicates that a spell fails, there is an equal probability that the spell affects the caster, produces some other unfortunate effect, or creates some other effect at the GM’s discretion.

Once a scroll spell is cast, the magical writings for that spell vanish. This also applies even when a scroll spell is read for the purpose of memorisation or to be added to a spell book.

Scrolls Of Warding

Unless otherwise noted, all scrolls of warding produce an area of protection within a 10 ft radius of the reader, and the area moves with the affected character. No creature of the type indicated by the warding may enter the area of protection by any means, but if the affected character forces a creature of the affected type into this radius, the effects of the scroll are cancelled. Scroll effects may be “stacked” in that several different scrolls of warding may be active on one being at once, but scrolls of the same type do not stack for the purposes of increased duration or potency.

Ward of Demons (CP)

All demons are unable to enter the protected area for 5d4 rounds. This scroll takes a variable amount of time to read, to be determined by the power level of the demon.

Demon Type Time to Read
Class C or weaker 3 segments
Class E or weaker 7 segments
Greatest demons 1 round

Ward of Devils (CP)

This scroll is effective for warding against all devils for 5d4 rounds. If the scroll is read for 1 round, it will repel all devil types. Otherwise, the scroll may be read for a variable amount of time to offer protection only against some devils.

Devil Type Time to Read
Lesser devils or lower 3 segments
Greater devils or lower 7 segments
Arch devils or lower 1 round

Ward of Elementals (CDIM)

This scroll takes 6 segments to read and wards against elementals for 5d8 rounds. If the scroll wards against only one type of elemental, it is effective against 24 HD of elementals. If the scroll is effective against all forms of elementals, it repels 16 HD. If more elementals are present than can be warded off, these additional beings may enter the area of protection and attack anyone within. Roll on the table below to determine which elementals are warded off by a specific scroll. Note that some creatures that are closely connected with elements, or are a particular form of elemental monster, may also be warded off at the GM’s discretion.

d20 Elemental Type
1-3 Air
4-6 Earth
7-9 Fire
10-12 Water
13-20 All

Ward of Lycanthropes (any)

This warding scroll takes 4 segments to read and its effects last for 5d6 rounds. A total of 49 HD of creatures are warded off, and for this calculation any “+” is rounded up if 3 or more, or down if 2 or fewer. Any creatures above these HD may enter the protected area and attack characters within. Roll on the table below to determine which specific creature type a scroll of warding is effective against. Note that if all shape-changers is indicated, this includes any creature that is capable of taking a human form, as well as creatures under the effects of a polymorph spell or creatures with an innate ability to shape change or polymorph (including druids of high level).

d20 Creature Type
1 Werebears
2 Wereboars
3-4 Wererats
5 Weretigers
6-8 Werewolves
9-19 All lycanthropes
20 All shape-changers

Ward of Magic (any)

This scroll of warding takes 8 segments to read and has a duration of 5d6 rounds. Unlike other scrolls of warding, the protection offered by this scroll is confined to a 5 ft radius of the scroll reader. This area of protection prevents any magical effects from passing through. Should a magic item pass through the area, there is a 50% probability that the item loses all magical properties (exception: major artifacts will not be so affected). When more than one magic item makes contact with this anti-magic barrier at the same time, the barrier is severely taxed. The GM will roll to check whether an item is drained of its magical properties, in the same approximate order that each item makes contact with the barrier (or in random order). In this circumstance, should a check indicate an item is drained of magic, the barrier is immediately overloaded and dissolves.

Ward of Petrifaction (any)

This scroll of warding is read in 5 segments and lasts for 5d4 rounds. All characters within the area of protection are immune to all sources of petrifaction, whether from spells, gaze, breath weapons, or any other source.

Ward of Possession (CP)

This scroll is read in 1 round. Most of these scrolls (1-9 on 1d10) have a duration of 10d6 rounds. The remaining scrolls have a duration of 10d6 turns, but the protection is rooted to one 10 ft radius location when cast from the scroll. This scroll wards off all effects that can control the mind, including spells such as magic jar. This scroll prevents any form of mental energy drain, whether magical or some other form. The protection offered by this scroll of warding is extended to all beings, living or dead, within the radius.

Ward of Undead (CP)

This scroll of warding takes 4 segments to read, and has a duration of 10d8 rounds. The area of effect is a 5 ft radius from the scroll reader. It wards off 35 HD (or levels) of undead, but any excess creatures are able to pass into the protected area and attack creatures within. Otherwise undead cannot pass through the protective barrier, but can employ ranged attacks or spells into the area from outside. Most scrolls that ward off undead are effective against all forms of undead, but the GM may decide to make some scrolls specific to a form of undead. Refer to the potion of undead control for a table to determine an undead type if this option is used.