Scrolls

Scrolls Table

Item Rarity Price
Spell Scroll, 1st Level Common 60 gp
Scroll of Protection Rare 250 gp
Spell Scroll, 2nd Level Uncommon 55 gp
Spell Scroll, 3rd Level Uncommon 135 gp
Spell Scroll, 4th Level Rare 320 gp
Spell Scroll, 5th Level Rare 500 gp
Spell Scroll, 6th Level Very Rare 1,800 gp
Spell Scroll, 7th Level Very Rare 2,100 gp
Spell Scroll, 8th Level Very Rare 3,600 gp
Spell Scroll, 9th Level Legendary 8,100 gp
Spell Scroll, Cantrip Common 10 gp

Scroll Descriptions

Spell Scroll

Varies
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very Rare 17 +9
7th Very Rare 18 +10
8th Very Rare 18 +10
9th Legendary 19 +11

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Scroll of Protection

Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.

d100 Creature Type d100 Creature Type
01-10 Aberrations 41-50 Fey
11-20 Beasts 51-75 Fiends
21-30 Celestials 76-80 Plants
31-40 Elementals 81-00 Undead

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

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