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Part 7 • Core p172 • book p.172

Scrolls

Most scrolls contain some sort of magic which is activated when read, and which may only be used once; the characters burn away as the words are read. Spell Scrolls are enchanted with one or more Cleric or Magic-User spells (never both sorts on the same scroll). Each spell can be used just once, though of course the same spell may appear multiple times on a single scroll. Use the table below to determine the spell level of each spell on a scroll. Only a Cleric can use a Clerical scroll, and only a Magic-User can use a Magic-User scroll. Magic-Users must cast read magic on a spell scroll before being able to use it; each scroll needs to be treated in this way just once, and the effect lasts indefinitely thereafter. If a Magic-User attempts to cast a spell from a scroll, and they do not know that spell, there is a 10% chance the spell will fail. If a spell on a scroll is of higher level than the highest level spell the Magic-User can cast, for each spell level of difference, add 10% to the chance of failure. For example, Aura the 3rd level Magic-User attempts to cast polymorph self from a scroll. Aura is able to cast, at most, 2nd level spells. Polymorph self is a 4th level spell, so Aura has a chance of failure of 10% (she doesn't know the spell) plus 20% (2nd level maximum vs. 4th level spell), for a total of 30%. Clerical scrolls are written in a normal language (being just specially enchanted prayers), so the Cleric merely needs to know the language in which the scroll is written in order to use it. Clerics have the same chance of failure as do Magic-Users, save that the 10% penalty assigned for not knowing the spell does not apply. Spell Scrolls: Spell Level d% Level of Spell 01-30 1st 31-55 2nd 56-75 3rd 76-88 4th 89-97 5th 98-00 6th A Cursed Scroll inflicts some curse upon whoever reads it. It need not be read completely; in fact, merely glancing at the text is enough to inflict the curse. A saving throw may or may not be allowed, as determined by the GM (though a save vs. Spells should usually be allowed). The GM is encouraged to be creative when creating curses; the spell bestow curse (the reverse of remove curse) can be used for inspiration, but cursed scrolls can contain more powerful or inventive curses at the GM's discretion. Protection Scrolls can be read by any character class, assuming the character can read the language the scroll is written in (see the notes under Language on page 4 of the Character section for details). When read, a protection scroll creates a 10' radius protective circle around the reader; preventing the warded creatures from entering. The circle moves with the reader. Any creature other than the sort the scroll wards may enter, including of course the allies of the scroll-reader, who are themselves protected so long as they remain entirely within the circle. If any creature within the circle performs a melee attack against any of the warded creatures, the circle is broken and the warded creatures may freely attack. Normal protection scrolls last for 2 turns after being read. Protection from Magic scrolls are special, as they protect against magic spells and items rather than creatures. No magical effect can cross the 10' circle of protection in either direction for 1d4 turns. As with the other protection scrolls, the circle created by this scroll moves with the reader. Treasure Maps are generally non-magical. They must be created by the GM, although they may delay creating the map until the characters can actually use it. The treasure on the map will normally be guarded by some sort of monster, as determined by the GM.