Scrolls
A scroll is a spell stored in written form. The spell can be used only once — the writing vanishes from the scroll when the spell is activated. Using a scroll is essentially like casting the spell. The price of a scroll is spell level × caster level × 25 gp.
Pricing
Prices below are at the minimum caster level for each class. If the scroll has a material component cost, it is added to the base price. Some spells appear at different levels for different classes — the level used is the one for the class scribing the scroll.
| Spell Level | Cleric / Druid / Wizard | Sorcerer | Bard | Paladin / Ranger |
|---|---|---|---|---|
| 0 | 12.5 gp | 12.5 gp | 12.5 gp | — |
| 1st | 25 gp | 25 gp | 25 gp | 25 gp |
| 2nd | 150 gp | 200 gp | 200 gp | 200 gp |
| 3rd | 375 gp | 450 gp | 525 gp | 525 gp |
| 4th | 700 gp | 800 gp | 1,000 gp | 1,000 gp |
| 5th | 1,125 gp | 1,250 gp | 1,625 gp | — |
| 6th | 1,650 gp | 1,800 gp | 2,400 gp | — |
| 7th | 2,275 gp | 2,450 gp | — | — |
| 8th | 3,000 gp | 3,200 gp | — | — |
| 9th | 3,825 gp | 4,050 gp | — | — |
Random Generation
| Minor | Medium | Major | Spell Level | Min. Caster Level |
|---|---|---|---|---|
| 01–05 | — | — | 0 | 1st |
| 06–50 | — | — | 1st | 1st |
| 51–95 | 01–05 | — | 2nd | 3rd |
| 96–100 | 06–65 | — | 3rd | 5th |
| — | 66–95 | 01–05 | 4th | 7th |
| — | 96–100 | 06–50 | 5th | 9th |
| — | — | 51–70 | 6th | 11th |
| — | — | 71–85 | 7th | 13th |
| — | — | 86–95 | 8th | 15th |
| — | — | 96–100 | 9th | 17th |
Activation
Activating a scroll uses spell completion — the character reads the spell aloud. This is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity just as casting a spell does. No material components or focus are required (these were provided when the scroll was scribed).
Step 1 — Decipher the Writing
Before using a scroll, the writing must be deciphered with a read magic spell or a Spellcraft check (DC 20 + spell level). This is a full-round action. Deciphering does not activate the scroll — a character can decipher in advance and activate later without repeating the check. A cursed scroll is an exception: deciphering may trigger the curse.
Step 2 — Requirements to Activate
All three conditions must be met:
- Correct type: arcane spellcasters can only use arcane scrolls; divine spellcasters can only use divine scrolls.
- Spell on class list: the user must have the spell on their class spell list.
- Requisite ability score: the user must have a high enough casting stat.
If all requirements are met and the user's caster level equals or exceeds the scroll's CL, the spell activates automatically. If the user's CL is lower than the scroll's CL, a caster level check (DC = scroll CL + 1) is required. Failure requires a DC 5 Wisdom check to avoid a mishap. A natural 1 always fails.
Characters without the spell on their class list can attempt activation with a UMD check (DC 20 + caster level).
Step 3 — Determine Effect
A successfully activated scroll works exactly like a spell cast normally, at the scroll's minimum CL unless the scriber chose otherwise. The writing disappears from the scroll as the spell takes effect.
Scroll Mishaps
When a mishap occurs, the spell has a reversed or harmful effect. Roll d% or pick from the following outcomes:
- A surge of uncontrolled energy deals 1d6 damage per spell level to the scroll user.
- Spell strikes the scroll user or an ally instead of the intended target.
- Spell takes effect at a random location within range.
- Spell's effect on the target is contrary to the normal effect.
- User suffers a minor bizarre effect related to the spell, lasting as long as the spell's duration (or 2d10 minutes for instantaneous spells).
- Some innocuous item or items appear in the spell's area.
- Delayed effect: within the next 1d12 hours, the spell activates toward the original target at maximum range.
Physical Description
A scroll is a heavy sheet of fine vellum or high-quality paper, roughly 8½ × 11 inches, reinforced at top and bottom with leather strips. Each additional spell adds about a foot of length; scrolls with three or more spells use reinforcing rods. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
Scrolls are rolled from both ends into a double cylinder and stored in a scroll case of ivory, jade, leather, metal, or wood. Cases are often inscribed with identifying symbols — sometimes concealing magic traps.