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MAGIC ITEMS IV (SCROLLS, STAFFS, & WANDS)

SCROLLS
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
• The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
• The user must have the spell on his or her class list.
• The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
• A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
• Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
• Spell takes effect at some random location within spell range.
• Spell’s effect on the target is contrary to the spell’s normal effect.
• The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
• Some innocuous item or items appear in the spell’s area.
• Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves
in scribing scrolls).
Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.

Table: Scroll Types
d% roll
Type
01–70
Arcane
71–100
Divine

Table: Number of Spells on a Scroll
Scroll Type
Number of Spells
Minor scroll
1d3 spells
Medium scroll
1d4 spells
Major scroll
1d6 spells

Table: Scroll Spell Levels
Minor
Medium
Major
Spell Level
Spell’s Caster Level1
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


95–100
9th
17th
1 These numbers assume that the creator is a cleric, druid, or wizard.

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Table: Arcane Spell Scrolls

0-Level Arcane Spells
d%
Spell

Market Price

01–04
acid splash
12 gp 5 sp
05–08
arcane mark
12 gp 5 sp
09–13
dancing lights
12 gp 5 sp
14–17
daze
12 gp 5 sp
18–24
detect magic
12 gp 5 sp
25–28
detect poison
12 gp 5 sp
29–32
disrupt undead
12 gp 5 sp
33–37
flare
12 gp 5 sp
38–42
ghost sound
12 gp 5 sp
43–44
know direction
12 gp 5 sp
45–50
light
12 gp 5 sp
51–52
lullaby
12 gp 5 sp
53–57
mage hand
12 gp 5 sp
58–62
mending
12 gp 5 sp
63–67
message
12 gp 5 sp
68–72
open/close
12 gp 5 sp
73–77
prestidigitation
12 gp 5 sp
78–81
ray of frost
12 gp 5 sp
82–87
read magic
12 gp 5 sp
88–94
resistance
12 gp 5 sp
95–96
summon instrument
12 gp 5 sp
97–100
touch of fatigue
12 gp 5 sp
1st-Level Arcane Spells
d%
Spell
Market Price
01–03
alarm
25 gp
04–05
animate rope
25 gp
06–07
burning hands
25 gp
08–09
cause fear
25 gp
10–12
charm person
25 gp
13–14
chill touch
25 gp
15–16
color spray
25 gp
17–19
comprehend languages
25 gp
20
confusion, lesser
50 gp
21
cure light wounds
50 gp
22–24
detect secret doors
25 gp
25–26
detect undead
25 gp
27–29
disguise self
25 gp
30–32
endure elements
25 gp
33–35
enlarge person
25 gp
36–37
erase
25 gp
38–40
expeditious retreat
25 gp
41
feather fall
25 gp
42–43
grease
25 gp
44–45
hold portal
25 gp
46–47
hypnotism
25 gp
48–49
identify
125 gp
50–51
jump
25 gp
52–54
mage armor
25 gp
55–56
magic missile
25 gp
57–59
magic weapon
25 gp
60–62
mount
25 gp
63–64
magic aura
25 gp
65–66
obscuring mist
25 gp
67–74
protection from chaos/evil/good/law
25 gp
75–76
ray of enfeeblement
25 gp
77–78
reduce person
25 gp
79–80
remove fear
50 gp
81–82
shield
25 gp
83–84
shocking grasp
25 gp
85–86
silent image
25 gp
87–88
sleep
25 gp
89–90
summon monster I
25 gp
91–93
floating disk
25 gp
94–95
true strike
25 gp
96
undetectable alignment
50 gp
97–98
unseen servant
25 gp
99–100
ventriloquism
25 gp
2nd-Level Arcane Spells
d%
Spell
Market Price
01
animal messenger
200 gp
02
animal trance
200 gp
03
arcane lock
175 gp
04–06
bear’s endurance
150 gp
07–08
blindness/deafness
150 gp
09–10
blur
150 gp
11–13
bull’s strength
150 gp
14
calm emotions
200 gp
15–17
cat’s grace
150 gp
18–19
command undead
150 gp
20
continual flame
200 gp
21
cure moderate wounds
200 gp
22
darkness
150 gp
23–25
darkvision
150 gp
26
daze monster
150 gp
27
delay poison
200 gp
28–29
detect thoughts
150 gp
30–31
disguise self
150 gp
32–34
eagle’s splendor
150 gp
35
enthrall
200 gp
36–37
false life
150 gp
38–39
flaming sphere
150 gp
40
fog cloud
150 gp
41–43
fox’s cunning
150 gp
44
ghoul touch
150 gp
45–46
glitterdust
150 gp
47
gust of wind
150 gp
48–49
hypnotic pattern
150 gp
50–52
invisibility
150 gp
53–55
knock
150 gp
56
phantom trap
200 gp
57–58
levitate
150 gp
59
locate object
150 gp
60
magic mouth
160 gp
61–62
acid arrow
150 gp
63
minor image
150 gp
64–65
mirror image
150 gp
66
misdirection
150 gp
67
obscure object
150 gp
68–70
owl’s wisdom
150 gp
71–73
protection from arrows
150 gp
74–75
pyrotechnics
150 gp
76–78
resist energy
150 gp
79
rope trick
150 gp
80
scare
150 gp
81–82
scorching ray
150 gp
83–85
see invisibility
150 gp
86
shatter
150 gp
87
silence
200 gp
88
sound burst
200 gp
89
spectral hand
150 gp
90–91
spider climb
150 gp
92–93
summon monster II
150 gp
94–95
summon swarm
150 gp
96
hideous laughter
150 gp
97
touch of idiocy
150 gp
98–99
web
150 gp
100
whispering wind
150 gp
3rd-Level Arcane Spells
d%
Spell
Market Price
01–02
arcane sight
375 gp
03–04
blink
375 gp
05–06
clairaudience/clairvoyance
375 gp
07
cure serious wounds
525 gp
08–10
daylight
525 gp
11–12
deep slumber
375 gp
13–15
dispel magic
375 gp
16–17
displacement
375 gp
18
explosive runes
375 gp
19–20
fireball
375 gp
21–22
flame arrow
375 gp
23–25
fly
375 gp
26–27
gaseous form
375 gp
28–29
gentle repose
375 gp
30
glibness
525 gp
31
good hope
525 gp
32–33
halt undead
375 gp
34–36
haste
375 gp
37–38
heroism
375 gp
39–40
hold person
375 gp
41
illusory script
425 gp
42–44
invisibility sphere
375 gp
45–47
keen edge
375 gp
48–49
tiny hut
375 gp
50–51
lightning bolt
375 gp
52–59
magic circle against chaos/evil/good/law
375 gp
60–62
magic weapon, greater
375 gp
63–64
major image
375 gp
65–66
nondetection
425 gp
67–68
phantom steed
375 gp
69–71
protection from energy
375 gp
72–73
rage
375 gp
74–75
ray of exhaustion
375 gp
76
sculpt sound
525 gp
77
secret page
375 gp
78
sepia snake sigil
875 gp
79
shrink item
375 gp
80–81
sleet storm
375 gp
82–83
slow
375 gp
84
speak with animals
525 gp
85–86
stinking cloud
375 gp
87–88
suggestion
375 gp
89–90
summon monster III
375 gp
91–93
tongues
375 gp
94–95
vampiric touch
375 gp
96–98
water breathing
375 gp
99–100
wind wall
375 gp
4th-Level Arcane Spells
d%
Spell
Market Price
01–02
animate dead
1,050 gp
03–05
arcane eye
700 gp
06–07
bestow curse
700 gp
08–10
charm monster
700 gp
11–13
confusion
700 gp
14–15
contagion
700 gp
16–17
crushing despair
700 gp
18
cure critical wounds
1,000 gp
19
detect scrying
700 gp
20–23
dimension door
700 gp
24–26
dimensional anchor
700 gp
27–28
enervation
700 gp
29–30
enlarge person, mass
700 gp
31–32
black tentacles
700 gp
33–34
fear
700 gp
35–37
fire shield
700 gp
38–39
fire trap
725 gp
40–42
freedom of movement
1,000 gp
43
geas, lesser
700 gp
44–46
globe of invulnerability, lesser
700 gp
47–48
hallucinatory terrain
700 gp
49–50
ice storm
700 gp
51–52
illusory wall
700 gp
53–55
invisibility, greater
700 gp
56–57
secure shelter
700 gp
58
locate creature
700 gp
59–60
minor creation
700 gp
61
modify memory
1,000 gp
62
neutralize poison
1,000 gp
63–64
resilient sphere
700 gp
65–66
phantasmal killer
700 gp
67–68
polymorph
700 gp
69–70
rainbow pattern
700 gp
71
mnemonic enhancer
700 gp
72–73
reduce person, mass
700 gp
74–76
remove curse
700 gp
77
repel vermin
1,000 gp
78–79
scrying
700 gp
80–81
shadow conjuration
700 gp
82–83
shout
700 gp
84–85
solid fog
700 gp
86
speak with plants
1,000 gp
87–88
stone shape
700 gp
89–91
stoneskin
950 gp
92–93
summon monster IV
700 gp
94–96
wall of fire
700 gp
97–99
wall of ice
700 gp
100
zone of silence
1,000 gp
5th-Level Arcane Spells
d%
Spell
Market Price
01–02
animal growth
1,125 gp
03–05
baleful polymorph
1,125 gp
06–07
interposing hand
1,125 gp
08–09
blight
1,125 gp
10–12
break enchantment
1,125 gp
13–14
cloudkill
1,125 gp
15–17
cone of cold
1,125 gp
18–19
contact other plane
1,125 gp
20
cure light wounds, mass
1,625 gp
21–23
dismissal
1,125 gp
24–26
dispel magic, greater
1,625 gp
27–28
dominate person
1,125 gp
29
dream
1,125 gp
30–31
fabricate
1,125 gp
32–33
false vision
1,375 gp
34–35
feeblemind
1,125 gp
36–39
hold monster
1,125 gp
40
secret chest
1,125 gp
41
magic jar
1,125 gp
42–43
major creation
1,125 gp
44–45
mind fog
1,125 gp
46–47
mirage arcana
1,125 gp
48–49
mage’s faithful hound
1,125 gp
50–51
mage’s private sanctum
1,125 gp
52–53
nightmare
1,125 gp
54–57
overland flight
1,125 gp
58–60
passwall
1,125 gp
61
permanency
10,125 gp1
62–63
persistent image
1,125 gp
64–65
planar binding, lesser
1,125 gp
66–67
prying eyes
1,125 gp
68–69
telepathic bond
1,125 gp
70–71
seeming
1,125 gp
72–74
sending
1,125 gp
75–76
shadow evocation
1,125 gp
77
song of discord
1,625 gp
78–79
summon monster V
1,125 gp
80
symbol of pain
2,125 gp
81
symbol of sleep
2,125 gp
82–83
telekinesis
1,125 gp
84–88
teleport
1,125 gp
89–90
transmute mud to rock
1,125 gp
91–92
transmute rock to mud
1,125 gp
93–95
wall of force
1,125 gp
96–98
wall of stone
1,125 gp
99–100
waves of fatigue
1,125 gp
1 Includes experience point cost up to 2,000 XP.
6th-Level Arcane Spells
d%
Spell
Market Price
01–02
acid fog
1,650 gp
03–05
analyze dweomer
1,650 gp
06
animate objects
2,400 gp
07–09
antimagic field
1,650 gp
10–12
bear’s endurance, mass
1,650 gp
13–14
forceful hand
1,650 gp
15–17
bull’s strength, mass
1,650 gp
18–20
cat’s grace, mass
1,650 gp
21–23
chain lightning
1,650 gp
24–25
circle of death
2,150 gp
26
contingency
1,650 gp
27–28
control water
1,650 gp
29
create undead
2,350 gp
30
cure moderate wounds, mass
2,400 gp
31–33
disintegrate
1,650 gp
34–37
dispel magic, greater
1,650 gp
38–40
eagle’s splendor, mass
1,650 gp
41–42
eyebite
1,650 gp
43
find the path
2,400 gp
44–45
flesh to stone
1,650 gp
46–48
fox’s cunning, mass
1,650 gp
49
geas/quest
1,650 gp
50–52
globe of invulnerability
1,650 gp
53
guards and wards
1,650 gp
54
heroes’ feast
2,400 gp
55–56
heroism, greater
1,650 gp
57
legend lore
1,900 gp
58–59
mislead
1,650 gp
60
mage’s lucubration
1,650 gp
61–62
move earth
1,650 gp
63–64
freezing sphere
1,650 gp
65–67
owl’s wisdom, mass
1,650 gp
68–69
permanent image
1,650 gp
70–71
planar binding
1,650 gp
72–73
programmed image
1,675 gp
74–75
repulsion
1,650 gp
76–78
shadow walk
1,650 gp
79–81
stone to flesh
1,650 gp
82–83
suggestion, mass
1,650 gp
84–85
summon monster VI
1,650 gp
86
symbol of fear
2,650 gp
87
symbol of persuasion
6,650 gp
88
sympathetic vibration
2,400 gp
89–90
transformation
1,950 gp
91–93
true seeing
1,900 gp
94–95
undeath to death
2,150 gp
96–97
veil
1,650 gp
98–100
wall of iron
1,700 gp
7th-Level Arcane Spells
d%
Spell
Market Price
01–03
arcane sight, greater
2,275 gp
04–07
banishment
2,275 gp
08–10
grasping hand