Recording understood spells | Recording unknown spells | Scroll inscription | Additional notes | - |
Dragon 147 | - | - | - | Dragon |
So, how exactly do you write down a spell?
This article incorporates
all the official
information on the subject
of spell
inscription found in the
AD&D®
1st
Edition PH, DMG,
and UA.
This article is not
intended to be a variant
of the official rules; it
is intended to
expand, clarify, and develop
what has
already been written within
the
framework of the rules.
Any exceptions to
this framework are clearly
noted. [Notes
on how the 2nd Edition
game accounts for
spell inscription are
also included.]
Before discussing the process
of scroll
inscription, we must first
gain an
understanding of spell inscription
at every
level. There are three levels
of spell
inscription that a magic-user
can use:
1. The magic-user
can take a spell that
he both understands and
has memorized,
and he can write that spell
into his spell
b o o k ;
2. The magic-user
can take a spell that
he does not understand and
is unable to
cast for lack of understanding
(e.g., a spell
of a level higher than the
spell-caster can
cast), and he can place
that spell in his
spell book [this is not
allowed in the 2nd
Edition game]; and
3. The magic-user
can take a spell he
both understands and has
memorized, and
he can write it down on
a scroll.
Each case is treated in
detail in the
following sections.
Recording understood
spells
A magic-user finds a scroll
with a spell
on it, or else he finds
another magic-user?s
spell book. How does he
transfer a new
spell from this source into
his own
personal spell book? To
begin with, the
magic-user selects a new
spell, then must
cast a read magic spell,
as that spell is
needed to read magical writing
written by
Now the magic-user must
roll an
intelligence check (1st
Edition Players
Handbook, page 10, Intelligence
Table II,
"Chance
to Know Each Listed Spell") to see
if he is able to know and
understand the
spell. (Remember that a
PC is only able to
know a limited number of
spells of each
level if his intelligence
is below 19.) If the
magic-user fails his chance
to know the
spell or has already reached
the maximum
number of spells he can
know at that
level, proceed to the section
on "Recording
unknown
spells."
Assume that the magic-user
made his
intelligence check and has
not yet reached
the maximum number of spells
he may
know at the level in question.
He has also
used his read magic spell,
and he has read
and understood the spell
he picked; he is
now ready to record the
spell into his own
book. To write the spell,
the magic-user
needs an unused quill and
an unopened
bottle of ink. The ink costs
100 gp per
spell level of the spell
being inscribed
(Unearthed Arcana, page
79). A spell takes
one turn per spell level
to inscribe into the
magic-user?s spell book.
The magic-user
gathers his materials, sits
down, and
eventually has a new spell
in his book. (In
the 2nd Edition game,
it takes 1-2 days per
spell level to inscribe
a new spell into a
spell book.)
Recording unknown
spells
What if the magic-user was
not able to
read or understand the new
spell due to
lack of intelligence or
experience levels?
To place this type of spell
into his spell
book, the magic-user must
use the
first-level spell, write
(1st Edition Players
Handbook, page 69). Most
magic-users use
the write spell to record
unknowable
spells into their spell
books, saving these
spells for later investigation
when the
magic-users increase in
levels or
intelligence. Details on
the process of
using a write spell are
given with the spell
itself.
On page
45 of the 1st Edition DMG, the
cost of the bottle of ink
for the write spell
is listed as 200-500 gp;
this ink is sufficient
to inscribe 2-4 spells.
An optional rule here
is to make the cost of writing
down an
unknown spell (including
ink and all) 100
gp per level of the spell
to be entered into
the spell book. This makes
the write spell
compatible with the section
on spell books
in Unearthed Arcana (page
79).
Scroll
inscription
Finally, we deal with the
process by
which spells are placed
upon scrolls. Most
details on scroll inscription
are given in
the 1st Edition DMG,
page 117.
An unused quill is needed
to write a
spell onto a scroll. The
quill must be from
some feathered creature
of a magical
nature, such as a griffon,
roc, harpy,
sphinx, pegasus, hippogriff,
kenku, or
diakk. These quills cost
25-100 gp or more
depending upon local availability.
Ink is
also required; the magic-user
must either
buy the ink premade (if
it is available) or
find the formula of ingredients
and the
Surface | Amount | Modifications to chance of spell failure |
Papyrus | 2-4 gp/per sheet | +5% to chance of spell failure |
Parchment | 4-10 gp/per sheet | Normal chance of spell failure |
Vellum | 8-50 gp/per sheet | -5% to chance of spell failure |
process to produce the ink
himself. Each
spell has its own ink formula.
DMs should
feel free to invent their
own list of
ingredients and the process
by which the
ink is produced (use your
imagination, and
see the 1st Edition DMG,
page
117, for an
example). The ink should
cost 4-40 gp per
spell level to manufacture
and 2-200 gp
per spell level to purchase
premade. To
manufacture the ink, the
magic-user needs
the assistance of an alchemist,
who must
also be paid for his help.
[The 2nd Edition
game does not give prices
for these
required items; PCs must
get them
personally or hire someone
to get them.
Also, alchemists are
not required for the
making of spell ink,
as mages can create
the ink themselves.]
To begin, the magic-user
must have all
the materials necessary
for scroll-making
at hand: ink, quill, the
material
components of the spell
to be inscribed,
and the scroll itself. The
magic-user must
select the type of surface
upon which the
spell is to be transcribed
(see the
Inscription
Surfaces Table).
With all the necessary materials
at hand,
the magic-user can prepare
for spell
transcription. The preparation
period
costs 100
gp per spell level and lasts one
day per spell level. This
period is spent in
meditation, fasting, drawing
magical runes
and symbols, readying the
ink, etc. When
the preparation period ends,
the
magic-user is now ready
to cast the spell
and transcribe it from his
spell book and
memory onto the scroll.
This process takes
one hour per spell level.
During the spell?s
transcription period, the
magic-user enters
a trancelike state. Any
interruption of his
concentration automatically
results in the
failure of the transcription.
To determine
if the scroll inscription
is successful
(provided no interruptions
are
experienced), see the section
on
scroll-inscription failure
on page 117 of
the 1st Edition DMG.
Additional
notes
The formula for the ink
needed to
transcribe a spell into
a book or scroll is
written in the language
of magic?a series
of magical runes and symbols.
As such, a
magic-user needs a read
magic spell to
read the formulas written
by other
magic-users. A magic-user
lower than the
7th level of experience
needs a write spell
to copy down the ink formula,
as if he
were copying down an unknown
spell. At
and above 7th level, a magic-user
can copy
ink formulas as if they
were spells that he
understood.
Unearthed Arcana lists a
section on spell
books that opens up a whole
new can of
worms. On page 80, under
the section
entitled "Casting
spells directly from
books,"
the rules state: "In extremis, the
DM may allow a magic-user
to cast a spell
directly from any sort of
spell book just as
if the book were a scroll."
Any enterprising
player will notice that
it is easier, quicker,
and cheaper to make a new
page in a spell
book than it is to create
a scroll. Abiding
by this short cut, it would
not be long
before magic-users ran around
with
several spell books they
have made for use
as scrolls. [This form
of spell-casting is not
allowed in the 2nd Edition
game.]
DMs should be prepared for
this
twisting of rules in their
own campaigns.
Some suggested ways to limit
players from
overusing their PCs' spell
books are:
1. Tell the players that
their PCs can
each have or carry only
one spell book at
a time (maybe spell books
erase each other
if brought into close contact);
2. Tell the players that
their PCs can?t
cast spells directly from
their spell books
[essentially following
the 2nd Edition ban
on this form of spell-casting];
3. Make it more expensive
for the PCs to
create spell books; or
4. Increase the chance that
casting a
spell from a spell book
will erase other
spells found within the
book or will
destroy the whole book itself.
This article can also be
used by
illusionists to inscribe
their scrolls. Placing
unknown spells into a spell
book would
involve the creation of
a spell similar in all
regards to the magic-user
spell write (we'll
call this new spell write
illusionist script).
The details on copying illusionist
spells are
easily figured out by the
DM.