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Scrolls and Books

Usable by all classes. Scrolls and books are most commonly used as the carriers of spells. A scroll must be in hand in order to be read; bringing the scroll to hand is not a free action. Having a scroll in hand prevents casting using one's hands. Only one scroll can be held by a character at a time.

Scroll of "Spell"

Level variable "those who could cast that type of magic". This is the most common kind of scroll. A particular mage spell or clerical prayer is written on the scroll in such a way that a mage or cleric, respectively, can cast the spell. The caster does not lose prayer or spell points; the power comes from the magic of the scroll. Reading the scroll occurs in the spell phase for casting that kind of spell. A spell (or prayer) read from a scroll is treated as level zero for determining the order of casting, as described in the combat sequence. Reading the scroll is not interrupted by damage, but is interrupted by grappling. A scroll can only be used once; it becomes blank and rapidly decomposes after the spell on it is cast.

Only mages and fighter-mages can use mage scrolls; clerics can use clerical scrolls of any religion. Some clerical scrolls can only be used by clerics of a particular religion; such scrolls are nonstandard. Mage spells on scrolls can include modifiers, but such modifiers must be specified and cannot be left open for the caster to pick. A mage cannot add his own spell points to a scroll in order to add modifiers to a spell. The caster's level is used for level-dependent effects of a clerical scroll if the level is not otherwise specified. The user does not need to be able to cast the spell or prayer normally in order to use the scroll.

A scroll with a spell of level 1-2 is a level 1 item. A spell of level 3-4 is a level 2 item. A spell of level 5-6 is a level 3 item. Any scroll with a higher level spell is item level 4, but should not be handed out without Con Director permission. Scrolls of nonstandard spells are possible; the GM must fully describe the spell in the item list, using the style of other spells in the conbook.

Unfortunately, the system of item cards makes scrolls of multiple spells rather difficult to run. Most scrolls should only be of one spell to avoid this problem. If a GM absolutely needs a multiple spell scroll, it can be done, but it's more work.

Trapped Scroll of "Spell"

Level "as above". This item appears as a normal scroll of the spell, but when the spell is cast, the user triggers another effect in addition to the spell being cast. The effect is often a curse, but could be just about anything.

Explosive Scroll of "Spell"

Level "as above". This scroll of "spell" is protected by an Explosive Runes spell. By default, the Runes are 10D6 and from a 12th level mage. The Runes may be dispelled as normal. If the Runes explode, the scroll is destroyed. The Runes are triggered when the scroll is opened.

Persistent Scroll of "Spell"

Level variable. This item is like a Scroll of "Spell" described above, but the scroll may be used more than once. There is a burnout chance for each casting; this is to be rolled before casting as usual. If the scroll burns out, it simply did not have the requisite energy remaining to produce the effect. This item is quite similar to a Wand. With a burnout of 15%, spell levels 1-2 are item level 2, spell level 3-4 are item level 3, and spell level 5-6 are item level 4. 30% burnout would reduce the item level by 1. These items should be rare.

Spell Book of "Spell"

Level variable. This book contains a nonstandard magical spell or clerical prayer. If a mage, or a cleric of the appropriate religion in the case of a clerical prayer book, studies the book for 20 minutes, he will learn the spell for 24 hours. During this time, he may cast the spell for normal spell point cost. In other words, he has an extra spell on his spell list. Nonstandard spells should be leveled as they would be if they were being included on a spell list and must be written in the style of the conbook. Nonstandard spells should be approved by the Con Director. Spell levels 1-3 are item level 1, and higher spell levels are item level 2. These low levels reflect the fact that such items are not innately all that powerful. However, they do carry a large mystique and will be more popular among players than their level would indicate. Thus, they should probably should be handed out a little later than the level would indicate. These items should be rare.

Blank Scroll

Level 2. This scroll is blank but it is magically prepared to accept a spell. A spellcaster may, with a normal writing utensil, write a spell onto the scroll. Doing this costs half of the normal spell points of casting the spell (round down). The spell is then on the scroll and may be cast as a normal Scroll of "Spell". After the spell is cast from the scroll, the Blank Scroll becomes nonmagical. Writing a spell onto the Blank Scroll takes 1 minute. By default, a Blank Scroll may be written on by either a mage or cleric, but any particular Blank Scroll may be specifically restricted in the item list to either mage spells or clerical prayers. GMs are discouraged from having Blank Scrolls at PrinceCon, because of the difficulties with the item card system when the Blank Scroll becomes a "Spell" scroll.

Informational Book or Scroll

Level 1. This is simply a reminder that many interesting books and scrolls can carry information or maps rather than magic. Such an item, although not magical, can be very useful to characters. It might also be obsolete, obscure, incomplete, or written in code, depending on its source.

Scroll of Mapping

Level 1. This scroll is blank when it is first opened. The user can activate it simply by concentrating on the center of the scroll for one round. After it is activated, the scroll automatically maps whatever the user sees while he is carrying it. The mapping begins centered on the activation point. The scroll maps only one level of depth or altitude; it cannot map beyond its edge. This item enables a player to obtain an accurate record of a dungeon or structure directly from the GM. A GM including a Scroll of Mapping in his item list must specify the area and scale of the map; he is also encouraged to hand out an appropriately ruled sheet of graph paper to the player. VARIANTS: A scroll that displays the entire map, centered on the user, complete and fixed upon activation, is a level 3 item; a scroll that displays a complete map, centered on the user and traveling with him, is a level 4 item.

Mirrored Scroll

Level 1. To anyone other than the user, this scroll appears to be an ordinary piece of parchment with writing on it. For the user, however, this item functions as a mirror in which he cannot see his own reflection. The user, therefore, can watch behind him while appearing engrossed in reading the scroll.

Warded Book

Level variable. This item is a book, possibly with useful powers, which has a some kind of curse on it. The curse is activated when an attempt is made to read the book. There is no saving throw. Unlike most cursed magical items, a warded magical book is not destroyed by a Remove Curse successfully cast on it in a level-vs-level battle; the prayer simply removes the curse from the book. The level of the curse must be specified in the item list.

Manual of Golems

Level 5 "M, C". This volume explains how a mage or cleric, as appropriate, can construct one of the various types of golem. It contains spells necessary to animate the creation, and vanishes when the golem is completed. The construction of the golem is subject to the same considerations which apply to the manufacture of magical items in general.

Tome of Skill

Level 5. This tome gives the reader one level and then disappears. Reading and gaining the knowledge takes a month. Some tomes can benefit any class; others only enhance a specific one.

Tome of Talent

Level 3. This tome raises a characteristic by one point. Reading the book and gaining the benefit takes a month. Tomes typically are keyed to one particular characteristic.

Theobiblion

Level 3 C. This tome is the holy book for all religions. It details the creation of the gods, the forging of the earth, the beginning of time, and the birth of the races. Any cleric who possesses this book casts all prayers at 16th level for purposes of resisting Dispel. Additionally, all knowledge prayers cost prayer points as if the cleric were two levels higher.

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Last Modified on September 25,1995.

ammulder@princeton.edu