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Spell Scrolls

  A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list and you have the level to cast it, you can read the scroll and cast its spell without providing any material components. Otherwise, you must make an ability check using your spellcasting ability (If no Casting Ability use Constitution since the Scroll will take some of your life to be casted) to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check you must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.   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 Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9
7th Very rare 18 +10
8th Very rare 18 +10
9th Legendary 19 +11
Scroll Mishap
d6 Result
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.

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