Quirks of Magical Scrolls (Enchantment)

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The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry.
The following tables have been created to add some spice and variety to existing magical items in the AD&D game worlds. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below to find the exact quirks that a magical elixir possesses.
Roll 	Result
01-06	Scroll is old and brittle: any mishandling causes it to disintegrate. A scroll of this type has a -2 on all saving throws against fire.
07-10	Scroll glows (equal to faerie fire) when used, opened, or read.
11-15	Scroll is written in scrawled script and is barely legible: a 5% chance exists of blowing the spell in addition to any other such chance.
16-18	Scroll is waterproof and can be read underwater.
19-22	Scroll is exceedingly long and takes 1d3 rounds to unroll and prepare for spellcasting.
23-27	Scroll is specially treated and cannot be burned by normal fire. It has +2 on any saving throws against magical fire.
28-31	Scroll can only be torn by someone making a bend bars/lift gates Strength roll.
32-34	Scroll is written in magical hieroglyphics: 1d4+6 days must be spent translating the characters before the scroll is usable, or a comprehend languages must be cast upon it.
35-40	Scroll is more powerful than normal: any saving throws against a spell from the scroll are at -1, and the duration of any spell is 125% normal.
41-44	Scrolls print disorients reader for, 1d4 rounds after a spell from it is cast. During this time, the reader is at -2 on attack rolls and loses Dexterity bonuses to Armor Class.
45-49	Scroll is written improperly: any spell on it fails 50% of the time (but the spell is not erased from the scroll until a second reading).
50-52	Scroll contains special magic: the spells on it can each be used twice before they vanish.
53-57	Scroll is permanently stuck in a magically strong, rolled-up form: in order to cast a spell from it, the reader must make a Strength check with a -2 bonus to the roll on 1d20. If the die roll is above the reader’s Strength, he or she is unable to keep the scroll held open for that round. Another try may be made the next round. The scroll cannot be ripped or torn.
58-63	Scroll is written on a sheet of thin metal instead of on paper: it makes all saving throws as soft metal does.
64-70	Scrolls writing is hidden by an illusory script or a secret page spell.
71-74	Scroll is protected by a spell, such as sepia snake sigil or magic mouth. The protective spell is activated any time the scroll is opened, unless a special password is spoken.
75-78	Scroll is specially treated and is immune to acid and slimes of any type.
79-84	Scroll is dust-covered when found: when opened, the opener must save vs. purification or sneeze and choke on the dust for 1d4 rounds (no attacks or defense possible).
85-89	Scrolls spells are written in complicated terms: the casting times of all spells on the scrolls are doubled.
90-94	Scroll is substandard in power: all saving throws against spell from the scroll are at +1, and the duration of any spell is 75% of normal.
95-98	Scroll is slow to take effect: all spells take effect the round after the casting is finished. Once the casting time is complete, hitting the reader does not disrupt the spell.
99-00	Scroll is very powerful: all spells have an inherent -2 on any saving throw against them, and the duration of a spell on this scroll is 150% normal.
Category:Encyclopedia Magica
Category:Encyclopedia Magica Quirks