<cf. scrolls.htm>
2.5 (leather) |
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Scrolls will generally be found in cylinders
-- tubes of ivory, jade, leather,
metal, or wood. You may require that players
read certain magic
runes/writings inscribed on tubes in order
to open the container in some
cases. This enables you to have read
magic (or comprehend languages)
spells taken and used, as well as giving
the possibility for traps (symbols,
explosive runes) and curses along with
a powerful scroll.
Each scroll is written in its own magical
cypher, so to understand what sort
of scroll has been found the ability to
read magic must be available. Once
a scroll is read to determine its contents,
a read magic will not be needed
at a subsequent time to invoke the magic.
Note that even a map will
appear magical until the proper spell is
used. Reading a scroll to find its
contents does not invoke its magic unless
it is a specially triggered curse.
The latter scroll appears to be a scroll
of any sort. It radiates no evil or
special aura beyond the magical.
Scrolls not read to determine contents immediately
are from 5% to 30% likely to fade;
it is your option to set the percentage
or use a d6 to randomly determine it for each scroll.
When scrolls are examined, the following
table can be used to find their nature:
First Roll | Second Roll |
01-70 Magic-User | then 01-10 Illusionist |
71-00 Cleric | then 01-25 Druid |
Only the indicated class of character can
use the scroll, except thieves.
<Remember: thieves can use all scrolls,
except for clerical scrolls>
<PH>
Protection scrolls can be read by any class or race of character even without a magic spell.
Spell Level of Scroll
Spells: All scroll spells are assumed to be written so as
to make it as easy and quick as possible
for the writer. Thus, the level of
the spell, its characteristics with respect
to range, duration, area of effect,
etc., where level is a factor, is typically
but 1 level higher than that required
to actually use the spell, but never below
6th level of xperience.
Thus, a sixth level magic-user
spell is written at 13th level of ability, a seventh at 15th level, etc.
A scroll fireball or lightning bolt spell
is of 6 dice (6d6) in most cases,
but as DM you may decide to make certain
scroll spells more powerful by increasing the level at which they are written;
however, this will certainly affect the
chance of spell failure as given below:
Magic Spell Failure:
If a spell-user acquires a scroll with
a spell(s) of a level(s) not yet usable by the character,
the spell-user may still attempt to USE
the spell;
the chance of failure,
or other bad effect,
is 5% per level difference between the
character's present level and the level of magic use at which the spell
could be used.
For example,
a 1st level magic-user finds a scroll with a wish
spell inscribed upon it.
The chance of failure is 85%, as wish is a spell of 9th level magic attained
at 18th level of magic use- 18-
1 = 17 X 5% = 85%. Dice are rolled, and any score of 85 or less indicates
failure of some sort, and the following table is consulted:
Level Difference | Total Failure | Reverse or Harmful Effect |
1-3 | 95% | 5% |
4-6 | 85% | 15% |
7-9 | 75% | 25% |
10-12 | 65% | 35% |
13-15 | 50% | 50% |
16 and up | 30% | 70% |
Using a scroll with a spell that is beyond
her, Mialee suffers painful consequences.
-
USE of Scroll Spells:
When any given scroll is read for purposes of copying
the spell's formula (so as to be able to
"know" it) or to release its magick,
the writing completely and permanently
disappears from the scroll. The
magick content of the spell is bound up
in the writing, and use releases and
erases it. Thus, reading a spell from a
scroll of 7 spells makes the thing a
scroll of 6 spells. No matter what a player
may attempt, a scroll spell is
usoble but once and once only. No exceptions
should be made save in the
cose where you have a special magic item
in mind -- perhaps a scroll
which can be read from once per week or
whatever -- and always only in
rare finds.
Note
Regarding Use Of Scroll Spells: Those characters able to read and
employ scroll spells may do so regardless
of other restrictions, and once
the spell is known, it is not
necessary to use a special read magic in
order
to effect its powers. Reading of such scrolls
is possible even to magic-users
who are otherwise unable to employ such
a spell for any reason whatsoever,
be it inability to learn or above level
of use -- although in the latter
case there is a chance of spell
failure (q.v.). Ability to use scroll spells does
not permit a cleric to use a druid spell,
a magic-user spell, or a magic-user
to use a cleric spell. Likewise, it does
not extend the ability of spell use to
non-spell-using characters except with
respect to protection scrolls.
Spell Level Range:
This gives the parameters for random determination of
spell level for those scrolls you do not
set beforehand. When spell level is
determined it is a simple matter to randomly
find which particular spell it is
by consulting the appropriate SPELL
TABLES (cf. PH).
Special Note: All protection scrolls are cumulative in effect but not in duration.
<>
Protection scrolls will generally be found in cylinders -- tubes of ivory, jade, leather, metal, or wood.
<>
Quote:
Originally Posted by BOZ
potions and scrolls, my man,
potions and scrolls. and pre-cast spells are nice, too. i'm sure every
DM goes through this experience after a time...
Right, Boz!
The propblem with the potion
is getting it out and quaffing it off takes two rounds at least, and the
same for getting and reading a scroll.
The good old wand and worn
magic items are much faster to use, multi-shot/use, so the temptation is
always there to have them.
Obmi the Dwarf had his boots of Speed and Dwarven Throwing Hammer (plus whatever defensive items I decided he needed for an encounter, protection and absorption) and believe me I made sure he had logical means of evading pursuit <stick out tongue>
Cheers,
Gary