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Scrolls

Possessions: Scrolls

Magical sheets of paper that, when read, confers some sort of effect. Scrolls can only be read by clerics (C) or magic-users (M):


Possession Weight Worth Brief Description
Scroll of Bane 1 lbs 200 gp Causes all enemy combatants to suffer a -1 penalty on their attack rolls, morale checks and saving throws.
Scroll of Bestow Curse 1 lbs 400 gp Causes one target creature to be permanently cursed, the victim receiving a -2 penalty to all attack roles, morale checks and saving throws.
Scroll of Bless 1 lbs 50 gp Gives the caster and all her allies a bonus of +1 to their attack rolls, morale checks and saving throws.
Scroll of Cause Blindness 1 lbs 400 gp Causes one target creature to become permanently blinded. Once blinded, combatants attack at a -4 on their To Hit rolls until the blindness is removed.
Scroll of Cause Disease 1 lbs 400 gp Causes one target creature to be strongly diseased (reducing the afflicted's Constitution score by three points) for an entire year.
Scroll of Cause Fear 1 lbs 50 gp Causes one target creature within 120' to become frightened.
Scroll of Cause Light Wounds 1 lbs 50 gp Causes 1d6+1 damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.
Scroll of Cause Moderate Wounds 1 lbs 400 gp Causes 2d6 +1/level damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.
Scroll of Cause Serious Wounds 1 lbs 800 gp Causes 4d6 +2/level damage to the targeted creature. While a hit is always successful, the target does receive a saving throw vs. Spells.
Scroll of Charm Animal 1 lbs 200 gp Allows the caster to charm a single targeted animal of unlimited hit dice (although the animal does receive a saving throw vs. Spells). While charmed, the animal will cease any hostility toward the caster and her adventuring party (but will immediately resume normal activity once the charm expires).
Scroll of Charm Any Combatant 1 lbs 800 gp Causes ANY combatant (including monsters) that fail a saving throw vs. Spells to suddenly regard the caster as a trusted friend and ally and hence withdrawing from combat for the duration of the spell (5 rounds).
Scroll of Charm Person 1 lbs 50 gp Makes a humanoid creature of 4 hit dice or less regard the caster as its trusted friend and ally. Humans and demi-humans may be affected, regardless of level of ability. A save vs. Spells will negate the effect.
Scroll of Charm Undead 1 lbs 400 gp Allows the cleric to charm a single targeted undead monster of six hit dice or less (although the undead target does receive a saving throw vs. Spells). While charmed, the undead monster will cease any hostility toward the cleric and her adventuring party (but will immediately resume normal activity once the spell expires).
Scroll of Clairvoyance 1 lbs 400 gp Enables the magic-user to scry into a selected area within the current location and determine what creatures, objects and exits exist within that area. Area inhabitants have no idea that the area is being magically viewed, but only one area can be reviewed per scroll.
Scroll of Confusion 1 lbs 800 gp Causes about half of all combatants to become confused, making them simply babble and unable to participate in battle for the duration of the spell. A saving throw vs. Spells is allowed to resist the effect.
Scroll of Cure Blindness 1 lbs 400 gp Allows the cleric to cure a selected ally suffering from permanent blindness (whether caused by injury or by magic). The effect is instantaneous and removes the victim's -4 To Hit penalty.
Scroll of Cure Disease 1 lbs 400 gp Cures all diseases that a target ally may be suffering from.
Scroll of Cure Light Wounds 1 lbs 50 gp Heals a damaged hero for 1d6+1 hit points.
Scroll of Cure Moderate Wounds 1 lbs 400 gp Heals 2d6 +1/level hit points of damage upon an injured ally.
Scroll of Cure Serious Wounds 1 lbs 800 gp Heals 4d6 +2/level hit points of damage upon an injured ally.
Scroll of Darkness 1 lbs 50 gp Creates an area of darkness that thoroughly permeates the entire encounter area.
Scroll of Darkvision 1 lbs 400 gp Enables all party heroes to see in the dark, negating the -4 'to hit' penalty invoked in lightless conditions. Note that the scroll does NOT work in magical darkness!
Scroll of Detect Evil 1 lbs 50 gp Allows the caster to detect evil (creatures with evil intentions, magic items with evil enchantments and possibly extraplanar creatures of evil nature).
Scroll of Detect Magic 1 lbs 50 gp Detects enchanted or enspelled objects or creatures within the encounter area.
Scroll of Dispel Magic 1 lbs 400 gp This powerful scroll undoes ALL temporary magic within a given encounter area, such as another cast spell, the effects of a potion, magical effects placed upon a particular object or potentially even the entire area itself. The scroll basically targets four groups of elements: All party heroes, all enemy combatants, all area objects and the area itself; if any temporary magic exists on any element, it is immediately removed and negated. Note that dispel magic does NOT work on curses.
Scroll of Find Traps 1 lbs 200 gp Permits the user to detect any traps located within the current encounter area. The user cannot detect certain natural hazards such as quicksand, sinkholes or unsafe walls of natural rock, nor does the magic bestow knowledge of how to disarm any found traps.
Scroll of Fireball 1 lbs 400 gp Creates an explosion of flame that detonates with a low roar and deals 3d6 +3/level points of fire damage to roughly half of all enemies of the spellcaster. A save vs. Spells for half damage is allowed.
Scroll of Floating Disk 1 lbs 50 gp Creates an invisible, slightly concave circular plane of force for carrying loads. It is about the size of a shield, being 3 feet in diameter and 1 inch deep at its center.
Scroll of Fly 1 lbs 400 gp Similar to Levitate, the scroll allows the recipient to not just rise into the air but easily travel in three dimensions, moving about as easily as walking (and high enough to be out of physical range from most enemies). The scroll can only be cast upon a party ally; once airborne, attacks made against the flying hero incur a -4 penalty.
Scroll of Haste 1 lbs 400 gp Accelerates the actions of one chosen ally each round, allowing the recipient to attack twice instead of once each round. Hasted creatures always attack first during a new combat round and then mid-way during the round.
Scroll of Hold Person 1 lbs 200 gp Renders any living (not undead) human, demi-human or humanoid creature paralyzed. Targets of the magic are aware and breathe normally but cannot take any actions. A successful save negates the effect.
Scroll of Ice Storm 1 lbs 800 gp Causes great magical hailstones to pound down on roughly half of all combatants, dealing 4d6 +4/level points of damage to them (save vs. Spells for half damage). Creatures resistant to cold (such as White Dragons) are unaffected by the spell.
Scroll of Inflict Poison 1 lbs 800 gp Injects a toxic poison into a single target (similar to a giant tarantula), causing that target to immediately lose all hit points and be rendered unconscious. A saving throw vs. Poison is permitted; if successful, the target suffers no damage.
Scroll of Invisibility 1 lbs 200 gp Typically used in combat, the scroll renders the recipient completely invisible and therefore much harder to hit in combat (attacking enemies suffer a -4 on their 'to hit' roll). Invisible characters can still attack as normal.
Scroll of Invisibility 10' Radius 1 lbs 400 gp Confers invisibility on ALL members of a group, rendering each ally completely invisible and therefore much harder to hit in combat (attacking enemies suffer a -4 on their "to hit" roll). Invisible characters can still attack as normal.
Scroll of Knock 1 lbs 200 gp This scroll opens any stuck, barred, locked or otherwise impassible doors (per the GM's discretion; some doors simply can't be opened under specific conditions).
Scroll of Levitate 1 lbs 200 gp Causes the recipient to quickly levitate 20 feet into the air, high enough to be out of physical reach from most monsters. The scroll can only be cast on a willing participant; once airborne, only missile-based weapons can be used by the recipient (at -4 to attack).
Scroll of Light 1 lbs 50 gp Creates a light equal to torchlight which illuminates the local area fairly well.
Scroll of Lightning Bolt 1 lbs 400 gp Releases a powerful stroke of electrical energy that deals 3d6 +3/level points of damage to roughly half of all encountered enemies. A save vs. Spells for half damage is allowed.
Scroll of Locate Item 1 lbs 400 gp Allows the user to sense the location and direction of a selected item (possession) within the current location (such as a city district or small dungeon). When invoked, a new LOCATE ITEM dropdown will appear under "Hero Options" that contains a reference to every possession available throughout the location; simply select the item of desire to learn where it may be located.
Scroll of Magic Missile 1 lbs 50 gp This spell causes a missile of magical energy to dart forth from the caster's fingertip and strike its target, dealing 1d6+1 points of damage. The missile strikes unerringly. Inanimate objects are not damaged by the spell.
Scroll of Mirror Image 1 lbs 200 gp Creates several illusory duplicates of the user, each appearing so lifelike that enemy combatants can't tell them apart from the actual user. Hence, when the user is attacked, one of the duplicates is actually hit (and immediately dispelled), leaving the user unharmed; only when ALL the duplicates have been dispelled can the user again be injured in combat.
Scroll of Negate Invisibility 1 lbs 200 gp Upon touching a selected combatant, any invisibility possessed by the target is immediately dispelled, making the combatant much easier to hit again.
Scroll of Neutralize Poison 1 lbs 800 gp Prevents any poison from harming the recipient for a half hour. Any poisons the recipient comes into contact with are immediately neutralized for the duration of the magic.
Scroll of Party Resist Fire 1 lbs 250 gp Grants ALL heroes within an adventuring party temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored altogether by the affected creature, while more significant heat (such as a magical fireball or dragon's fiery breath weapon) grants a +3 to saving throws and reduces all damage by half as well.
Scroll of Permanent Darkness 1 lbs 400 gp Causes all light within the current encounter area to be suddenly snuffed-out and plunges the adventuring party in total darkness (the darkness following the party wherever they go).
Scroll of Permanent Light 1 lbs 400 gp Creates a spherical region of light--as bright as full daylight--and potentially lasting forever (cancelled only by Permanent Darkness, Antimagic Shell and the like). The spell does little to already-lit areas but will illuminate magically-dark places as well.
Scroll of Phantasmal Force 1 lbs 200 gp Creates the visual illusion of a monstrous creature that, if believed by a targeted enemy, does 1d6 damage from outright fear and terror. Those initially attacked receive a saving throw vs. Spells; if successful, the illusion is seen for what it is and immediately dispelled. Otherwise, the illusion automatically hits and damages its target for the duration of the scroll.
Scroll of Protection from Evil 1 lbs 50 gp Subjects gain a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Scroll of Protection vs. Evil 10' Radius 1 lbs 400 gp All heroes within the party receive a +2 bonus to Armor Class as well as a +2 bonus on all saving throws involving a strongly evil creature. Both these bonuses apply against attacks made or effects created by evil creatures.
Scroll of Protection vs. Good 10' Radius 1 lbs 400 gp All heroes within the party receive a +2 bonus to Armor Class as well as a +2 bonus on all saving throws involving a strongly good creature. Both these bonuses apply against attacks made or effects created by goodly creatures.
Scroll of Protection vs. Normal Missiles 1 lbs 400 gp Completely protects the magic-user from small sized, non-magical missile attacks. Hence, any number of normal (non-magical) arrows, sling bullets and crossbow bolts are automatically fended off and can never harm the magic-user.
Scroll of Remove Curse (ally) 1 lbs 400 gp Instantaneously removes all curses on a selected ally. Certain special curses may not be countered by the scroll.
Scroll of Remove Curse (object) 1 lbs 400 gp Instantaneously removes any curses attached to a selected area object. The scroll does NOT remove curses on party possessions such as shields, weapons, suits of armor, etc. Certain special, unusually powerful curses may not be countered by the scroll either.
Scroll of Remove Fear 1 lbs 50 gp Calms any target creature currently afflicted with fear.
Scroll of Resist Cold 1 lbs 50 gp Grants a creature temporary immunity to cold so that exposure to winter weather in inadequate clothing for example is ignored.
Scroll of Resist Fire 1 lbs 100 gp Grants a creature temporary immunity to fire and heat. Minor heat or fire (such as exposure to normal flames) is ignored altogether by the affected creature, while more significant heat (such as a magical fireball or dragon's fiery breath weapon) grants a +3 to saving throws and reduces all damage by half as well.
Scroll of Restoration 1 lbs 1800 gp Removes ALL afflictions from a selected party hero, including level drain (returning all lost experience points since the draining occurred).
Scroll of Ring of Fire 1 lbs 800 gp Creates a circle of fire around the user and her allies, burning enemy combatants for 1d6 fire damage each time they attempt to attack the user or an ally.
Scroll of Shield 1 lbs 50 gp Creates an invisible, shield-like mobile disk of force that hovers in front of the scroll user.
Scroll of Silence Spellcaster 1 lbs 200 gp When used upon an enemy spellcaster, the magic forms a cone of absolute silence around that opponent, preventing the spellcaster from using any further magic until the effect has expired.
Scroll of Sleep 1 lbs 50 gp Puts several creatures of 3 or fewer hit dice into a magical slumber (creatures of 4 or more hit dice are not affected).
Scroll of Slow 1 lbs 400 gp Magically slows a target combatant, causing it to miss every other combat round (and go last during the combat round it can take action in). A save vs. Spells is permitted to counter the effect.
Scroll of Speak with Animals 1 lbs 200 gp Allows the user to comprehend and communicate with any one animal within the current encounter area. Typically, this is done to fulfill the requirements of the particular encounter and advance the story.
Scroll of Speak with Plants 1 lbs 100 gp Allows the user to comprehend and communicate with any plant or plant-like creature within the current encounter area. Typically, this is done to fulfill the requirements of a particular encounter and advance the story.
Scroll of Spiritual Hammer 1 lbs 200 gp Causes a warhammer made of pure force to spring into existence, attacking any foe chosen by the cleric within range once per round. The hammer does 1d6 hit points of damage per strike, automatically hitting opponents (including those that require a magical weapon to hit).
Scroll of Striking 1 lbs 400 gp Bestows upon one target the ability to deal 2d6 points of additional damage on each successful hit. The spell does not provide any attack bonus, nor does it allow normal weapons to hit magical monsters.
Scroll of Summon Food & Water 1 lbs 50 gp Magically generates enough food and water to sustain the entire party for three days. Summoned rations and waterskins are automatically added to each hero's inventory.
Scroll of Summon Python 1 lbs 600 gp Summons a large python to attack a selected combatant and constrict that opponent for three rounds, the combatant unable to do anything. The combatant suffers no actual damage but is unable to perform any action while constricted. A saving throw vs. Spells nullifies the python's attack.
Scroll of Summon Undead Hero 1 lbs 600 gp Causes an undead hero to appear within the current area to fight alongside its summoner for up to ten rounds.
Scroll of Water Breathing 1 lbs 400 gp Allows the entire adventuring party to freely breathe underwater, avoiding any associated drowning damage (1d6 per round).
Scroll of Web 1 lbs 200 gp Creates a many-layered mass of strong, sticky strands that are larger and tougher than spider webs. Those struck must make a saving throw or be rendered immobile and incapacitated.
Scroll of Wizard Eye 1 lbs 800 gp Creates an invisible magical "eye" that can travel ahead and peer into nearby areas not yet visited by the adventuring party, allowing the caster to determine what creatures, objects and exits exist within the area (similar to Clairvoyance but active for an entire hour).