Scribing | Generic, Text | Statblocks & Sheets | World Anvil

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Scribing

Proficiency with Forgery allows you to purchase these highly specialised sets of equipment:
 
Calligapher’s Kit (1gp): A pouch containing paints and several brushes. Proficiency allows you to paint artistically, draw maps and other illuistrations, or recreate art or maps that you have seen. Add your proficiency to your forgery rolls to overcome their appraisal attempt.
 
Appraisal Kit (5gp): A pouch containing a set of scales, a file, a few chemicals and a small magnifying glass. Proficiency allows you to accurately appraise the value of a piece of treasure. Add your proficiency bonus to attempts at haggling during trade.
 
Forgery kit (15gp): A small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of official documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
 
Spell Prism (120gp): A potent crystal designed to copy a spells form and channel it into scrollwork, as well as ritual forms of the spells to allow creation of spell scrolls. Proficiency with this kit allows you to create certain spell scrolls (as well as copy some of your own spells for personal use).
 

Spell Scrolls


Scrolls have a lot of limitations the typical spellslinger does not. They cannot be used quickly or reactively, and they cannot be used to maintain large areas of damage on a battle field. However, there have been a few noticable advancements in the ways of self-propelling magic, allowing for some utility spells to keep going. The reagents to craft them are also quite expensive, needing magical inks and high-quality vellum or parchment to survive the rigors of magic. Noted below are the lowest level of execution available to anyone with a Spell Prism, with successful attempts they can be dramatically improved. You can also make scrolls from your class spell lists if you are a ritual spellcaster, with the issue of having negligible resale value since only you can use those.
 

Beginner Scrolls


These scrolls are extremely common to marketplaces and require exceedingly easy techniques to create, therefore are suitable for mass-production. They require a single sheet of parchment, around 2gp per sheet. To inscribe the necessary glyph and magic requires 3gp of magical ink. They usually sell in retail for around 17 gold pieces. In addition to the following options, you can create spell scrolls of 1st and 2nd level, as long as you have the Ritual Caster Class Feature or Feat. Second level scrolls (while you can make them as a beginner) require two sheets of parchment, around 4gp total, and about 13gp in magical ink.
 
Scroll of Comprehend Languages: (DC 6) You understand any spoken language or any writing you touch for the next hour. The understanding is of literal meaning, not arcane or social nuance.


Scroll of Identify: (DC 6) You learn the properties and uses of a magically imbued object you are holding, including it’s attunement or any spells stored within. If cast on a creature, you learn the spells that are currently affecting it.


Scroll of Expeditious Retreat: (DC 8) You cast this on a creature, they can use the Dash action as a bonus action on their turn for the next 10 minutes.


Scroll of Protection: (DC 8) You are protected from undead and outsiders for the next 10 minutes. Al attacks rolls and saving throws against Charmed, Frightened and possession are at advantage.


Scroll of Jump: (DC 8) A creature you touch will have their jump distances tripled for the next minute.


Scroll of Chromatic Orb: (DC 10) Make a +5 attack roll against a target, dealing 15 (element of your choice) damage.


Scroll of Disguise Self: (DC 10) You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different for the next hour. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. Physical interaction reveals it to be an illusion, or an Investigation check higher than a DC 13.


Scroll of Magic Missile: (DC 10) You conjure three darts of 1d4 +1 force damage to strike one or several creatures or objects within 120ft.
 

Intermediate Scrolls


These scrolls are are uncommon, usually only held in locked cases in back rooms and created for nobility and adventurer types. They require a thick papyrus sheet around 8gp in worth, and several glyphs and patterns requiring 9gp in magical ink. They usually sell for around 62 gold pieces. In addition to the following options, you can create spell scrolls of 3rd level, as long as you have the Ritual Caster Class Feature or Feat. Third level scrolls require two sheets of papyrus, around 16gp total, and about 46gp in magical ink.
 
Scroll of Enhance Ability: (DC 12) Gives the target one of the following affects for the next hour;
 
• Bull’s Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
• Cat’s Grace: The target has advantage on Dexterity checks. It also gains 20ft of falling without damage.
• Bear’s Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hp.
• Fox’s Cunning: The target has advantage on Intelligence checks. It also has perfect recall of this hour.
• Owl’s Wisdom: The target has advantage on Wisdom check. It also gains or increases darkvision by 15ft.
• Eagle’s Splendor: The target has advantage on Charisma checks. It also increases the volume of your voice.
 
Scroll of Locate Object: (DC 12) You know the direction of a particular object you are familiar with for the next ten minutes if it is within 1,000ft. It can also be used to locate the nearest of a type of object; apparel, furniture, a tool or weapon.


Scroll of Misty Step: (DC 14) You teleport somewhere you can see up to 30ft away.


Scroll of Knock: (DC 14) You explode open a non-magical lock or suppress the Arcane Lock spell for ten minute.


Scroll of Elemental Blade: (DC 16) You summon an elemental blade that deals 3d6 damage of either cold, fire or lightning for the next hour.


Scroll of See Invisibility: (DC 18) You see Invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane for the next hour. Ethereal creatures and objects appear ghostly and translucent.


Scroll of Suggestion: (DC 18) You magically suggest, with a sentence or two, a course of action to a creature within 30ft. They oppose a Wisdom DC 14 against the charm, or do as asked for up to the next 8 hours. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.
 

Advanced Scrolls


These scrolls are far more rare, usually requiring an experienced spellcaster to fully achieve, they aren’t typically sold in shops but traded to spellcasters and courtiers for important matters of state. They require, paradoxically, several extremely thin sheets of parchment that allow light through. These sheet matrixes cost around 50gp, and the magical ink required is around 12gp. They usually sell for around 150 gold pieces. In addition to the following options, you can create spell scrolls of 4th level, as long as you have the Ritual Caster Class Feature or Feat. Fourth level scrolls require two paper matrixes, around 100gp total, and about 50gp in magical ink.
 
Scroll of Sending: (DC 20) You send a twenty-five word message to a creature in which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.


Scroll of Tongues: (DC 20) Everyone can understand your speech, regardless of the languages they understand, for the next hour.


Scroll of Dispel Magic: (DC 22) Choose one creature, object, or magical effect within 120 ft. If it is of 3rd level or lower is ends immediately, otherwise you must succeed on an Intelligence save again a DC of 10 + the spell’s level.


Scroll of Phantom Steed: (DC 22) A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 30ft for the next hour. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. It has a speed of 100 feet and can travel between 10 and 13 miles.


Scroll of Fly: (DC 24) You grant a creature a 60ft flying speed for the next 10 minutes.


Scroll of Haste: (DC 24) Double a targets speed, +2 to AC, advantage on Dexterity saving throws, and ‘haste’ action for the next minute. Target is then stunned for the next minute. The hasted action can only be used for a basic weapon attack, dash, disengage, hide, or use an object action.
 

Masterclass Scrolls


The greatest of magical scrolls, they require archmages and court mages to produce. A sheet of beautiful vellum, infused with abjurative magics to withstand the power of the magic involved. This costs around 100gp of leather and 50gp of magical inks. They usually sell for around 250 gold pieces. In addition to the following options, you can create spell scrolls of 5th level, as long as you have the Ritual Caster Class Feature or Feat. Fifth level scrolls require two sheets of vellum, around 200gp total, and about 50gp in magical ink.
 
Scroll of Control Water: (DC 26) You control up to 100 cubic feet of water within 300ft for the next 10 minutes. You can cause on of the following;
 
• Flood: Raise the water up 20ft, if to create a wave it pushes any vehicles or creature smaller than huge, with a 25% chance of capsizing.
• Part Water: You create a trench seperating the water on either size.
• Redirect Flow: You push flowing water up and in a direction you choose, over walls and obstacles up to 300ft away from you.
• Whirlpool: Minimum of 50ft square and 25ft deep creates a whirlpool 5ft wide at the base, 50ft wide at the top, and 25ft tall. Any creature within or up to 25ft from the vortex is pulled 10 feet toward it. Everything takes 2d8 bludgeoning damage within. Creatures can swim away with an Athletics DC 16.
 
Scroll of Control Winds: (DC 26) You control up to 100 cubic feet of air within 300ft for the next 1 hour. You can cause on of the following;
 
• Gusts: You change the wind speed. If moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
• Downdraft: Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
• Updraft: Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
 
Scroll of Dimension Door: (DC 28) Teleport yourself and a willing creature or object you can carry up to 500ft away. You don’t need to be able to see it, but you must explain it’s physical distance from you. If you attempt to teleport to a location already occupied you take 4d6 force damage and bounce back.


Scroll of Teleportation Circle: (DC 28) Using 50gp worth of gem-infused chalk you create a 10ft circle temporary teleportation circle. You can use it to teleport to a permanent teleportation circle you know the sigils for, the process only lasting for 6 seconds.


Scroll of Banishment: (DC 30) You attempt to send an outsider within 60ft back to their home plane. The process is contested with a Charisma DC 16, and if they fail they disappear and if successful cast for a minute they remain in their home plane.

Created by

Falme.

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