Spell Scroll: Dispel

  • Weight 0.01#
  • Cost 50$

Choose one creature or object, or magical effect within range affected by or casting a spell. Make a Vigor check. The DC equals 10 + (the spell’s tier x 2). Root spells = tier 0. On a successful check, the spell ends.

Note: If you place this spell in your river, it’s spell cost can be reduced to a reaction if the target is within 60 feet.


A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without providing any material components or spending the Casting Charge of the spell. Casting the spell by reading the scroll requires the spell’s normal casting time. Any sacrifice cost of the spell still applies. Any additional Dark costs described in the spell can be spent for the additional listed benefits. A spell can still be boosted as per the spell's description, using the usual Induce Skill check and suffering the usual damage associated with boosting a spell. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is not on your spell list but within a Dark Sequence path that you have paid the Path Cost for, you must make an Induce Skill check to determine whether you cast it successfully. See the DC for Scroll Use table below for the DC of this check. On a failed check, the spell disappears from the scroll and a scroll mishaps occurs. See the Scroll Mishap table below. On a successful check, the spell is cast from the scroll as described above. If the casting is interrupted, the scroll is not lost, but requires another check to make another attempt.

If the spell is not on your spell list nor within a Dark Sequence path that you have paid the Path Cost for, but is within a Synergy Path that you have paid the Path Cost for, you must make an Induce Skill check with disadvantage to determine whether you cast it successfully. See the DC for Scroll Use table below for the DC of this check. On a failed check, the spell disappears from the scroll and a scroll mishaps occurs. See the Scroll Mishap table below. On a successful check, the spell is cast from the scroll as described above. If the casting is interrupted, the scroll is not lost, but requires another check to make another attempt.

If the spell is not on your spell list nor within a Dark Sequence path that you have paid the Path Cost for nor is within a Synergy Path that you have paid the Path Cost for the scroll is unintelligible and you cannot cast it.

Note: Spell mishap table available in Rollable Tables.

DC for Scroll Use

DCSpell Tier
12Root Spell
14Tier 1 Spell
16Tier 2 Spell
18Tier 3 Spell
20Tier 4 Spell

Spell Mishap Table

Roll 1d6Mishap
1A surge of magical energy deals the caster 1d6 force damage per tier of the spell.
2The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3The spell affects a random location within the spell’s range.
4The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, an Artillery Flare might produce an area of harmless cold.
5The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, an Artillery Flare might cause smoke to billow from the caster’s ears for 1d10 minutes.
6The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.


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