Scrolls (DMG)

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Scrolls are generally found in cylinders—tubes of ivory, jade, leather, metal, or wood. Some tubes are inscribed with magic runes or writing PCs must read in order to open the container. This is up to the DM. Taking this approach encourages players to select and use read magic or comprehend languages spells. It also makes it possible to protect power scrolls with traps (symbols, explosive runes) and curses.
Each scroll is written in its own magical cypher. To understand what type 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 spell is not needed at a subsequent time to invoke its magic. Even a scroll map will appear unreadable until the proper spell (comprehend languages) is used.
Reading a scroll to find its contents does not invoke its magic unless it is a specially triggered curse. A cursed scroll can appear to be a scroll of any sort. It radiates no evil or special aura beyond being magical.
A protection scroll can be read by any class of character even without a read magic spell.
If a scroll isn't immediately read to determine its contents, there is a 5% to 30% chance it will fade. The DM sets the percentage or rolls 1d6 to determine it for each scroll.
When a spell scroll is examined, the following table can be used to find its nature:
D100 Roll	Scroll Type
01-70 	Wizard
71-00 	Priest
Other classes in the priest group can, at the DM's discretion, have unique scrolls as well. Only the indicated class of character can use the scroll, except thieves and bards , who can use any scroll, as explained in the Player's Handbook.
==Spell Level of Scroll Spells==
All scroll spells are written to make use as quick and easy as possible for the writer. The level of the spell and its characteristics (range, duration, area of effect, etc.) are typically one level higher than that required to cast the spell, but never below 6th level of experience.
Thus, a 6th-level wizard spell is written at 13th level of ability, a 7th-level spell at 15th level, etc. The DM can make scroll spells more powerful by increasing the level at which they are written. This will, however, affect the chance of spell failure.
==Magical Spell Failure==
If any spell-user acquires a scroll inscribed with a spell of a level too high for him to cast, he can still try 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 at which the spell could be used.
For example, a 1st-level mage finds a scroll with a wish spell inscribed upon it. The chance of failure is 85%, as wish is a 9th-level spell attained at 18th level: 18-1 = 17; 17x5% = 85%. A percentile die roll of 85 or less indicates failure of some sort, and Table 112 is consulted. In this case, the spell is 30% likely to fail without effect, while the chance for a reverse or harmful effect is 70%.
===Table 112: Spell Failure===
 Table 112: Spell Failure
Caster 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%
==Use of Scroll Spells==
When a scroll is copied into a spellbook or read to release its magic, the writing completely and permanently disappears from the scroll. The magic content of the spell is bound up in the writing, and use releases and erases it. Thus, reading a spell from a scroll of seven spells makes the item a scroll of six spells. No matter what a player may try, each spell on a scroll is only usable once. Exceptions should be made very rarely and only when you have a very special magical item in mind—perhaps a scroll that can be read once per week. This would be potent magic indeed.
The initiative modifier of a scroll is its reading time. For scroll spells, this is equal to the casting time of the spell. For protection scrolls, the reading time is given in the explanation of the scroll effects.
The only requirements for using a scroll are sufficient light to read by and the actual verbalization of the writings. If the reading of a scroll is interrupted, the scroll effect is lost and that spell fades away and is lost. Spell components are unnecessary for the scroll reader, and no adverse effects associated with casting the spell are suffered—these requirements or penalties have been fulfilled or suffered by the creator of the scroll.
==Protection Scroll Effects==
If a player character has more than one protection scroll, the effects are cumulative, but not the duration. Scrolls that protect against creatures do not create an actual, physical globe. If the user forces the creature into a place from which further retreat is impossible—a corner, for example—and then continues forward until the creature would be within the radius of the circle, the creature is not harmed, and the protection is considered voluntarily broken and disappears. There is no way in which a protection scroll can be used as an offensive weapon.
==Who Can Use Scroll Spells?==
Ability to use scroll spells does not permit a priest to use a wizard spell, or a wizard to use a priest spell. Likewise, it does not extend the ability of spell use to non-spell-using characters except with respect to protection scrolls. Anyone can use a protection scroll. Paladins and rangers cannot use priest scrolls.
Those characters able to read and employ scroll spells can do so regardless of other restrictions. Once the spell is known, it is not necessary to use a read magic spell in order to invoke its powers. Scrolls can be read even by mages who are unable to employ the spell copied because of an inability to learn it or because it is too high level (although, in the latter case, there is a chance of spell failure).
==Spell Level Range==
The level range shown in Table 90 gives the parameters for random determination of spell level for scrolls if you choose not to set this yourself. With spell level determined, find the particular spell by consulting the appropriate Spell Tables in the Player's Handbook.
==Cursed Scrolls==
Some scrolls bear powerful curses, placed intentionally or as a result of flawed scroll-making. Cursed scrolls take effect the instant they are first read. A cursed scroll can have any effect the DM desires, although a few should be outright deadly. Suggested curses include the following:
* Bad luck (-1 on attacks and saving throws).
* The character's beard grows 1 inch per minute.
* The character is teleported away from the rest of the party.
* Random monster appears and attacks.
* The character is polymorphed into a mouse.
* The character shrinks to half his normal size.
* The character is stricken with weakness, halving his Strength score.
* The character falls into a deep sleep from which he can't be roused.
* The character develops an uncontrollable appetite.
* The character must always talk in rhyme (preventing spellcasting).
* The character is stricken with cowardice and must make a morale check every time a monster is encountered.
* The character's alignment is changed.
* The character suffers 2-6 points of damage.
* The character suffers amnesia.
* The character feels compelled to give away all his belongings.
* The character must save vs. paralyzation or petrification.
In general, the effects of a curse can be negated or reversed by a remove curse. Some cases (such as petrification) may require the use of other spells. Overcoming a curse should be difficult for the player characters, but not impossible.
==Maps==
While not magical, maps are special enough to require careful preparation and use by the DM, hence they are included in the listings of magical items. Maps should rarely be given out randomly—the DM must have a suitable map prepared in advance. There is no table to govern the nature of maps. All hint at or imply the existence of great treasures to be found while giving only a vague idea of the risks to be overcome. Some may be genuine, others fake. Because of the wide range of possibilities, the DM should use treasure maps as the springboard for new and exciting adventures.