Pages Brittle with Sun and Salt

Shiny Spell Scrolls 3

First Level, Second Level

I'm not usually a Greyhawk enjoyer, but I like the illusion spells. And I figure including these spells makes the list more useful to more people.

Third Level Shiny Effects

  1. Cause Disease (Clerical). You can add a cosmetic marring that gives your target -2 reaction for the course of the illness. They remain permanently marked afterwards, though with no penalty (1)
  2. Continual Darkness (Clerical). The darkness seems vaster on the inside than the outside. Those who enter, wander for 1d6 turns before emerging
  3. Continual Light (Clerical). Resting the night under this glow has the same effect as resting the night in a settlement
  4. Cure Disease (Clerical). The person who is cured of disease immediately increases their HP by 1 per HD
  5. Explosive Runes. You know immediately, the name and face of the person who triggered the runes
  6. Fire Ball. You can choose to reduce the radius of the blast, reducing the damage by the same percentage (2)
  7. Haste Spell. Dry grass, paper and other flammable items catch under the footsteps of the targets
  8. Infravision. While this spell is active, you can see the emotional states of creatures and the radiant warmth of recent footsteps
  9. Invisibility, 10' Radius. Creatures within the circle when the spell was cast remain invisible for the duration, even if they leave the circle
  10. Lightning Bolt. You can choose a point in the beam where it turns by up to 90 degrees (3)
  11. Locate Object (Clerical). You see a vision of the object and its surroundings (4)
  12. Monster Summoning I. The monsters summoned by this spell are armed and armoured with mundane equipment to your specifications (5)
  13. Protection from Evil, 10' Radius. Creatures who attempt to attack those protected by this spell must make a saving throw against spells or forget why they were inclined to such violence for 1d6 turns
  14. Protection from Normal Missiles. Every missile that misses you for the duration is redirected at a target of your choice with the martial skill of a Hero
  15. Remove Curse (Clerical). For one week after you cast this spell, your target will shrug off the next curse placed on them
  16. Rope Trick. The interdimensional portal can move up to 100' before it is opened again. This move must be made blindly from behind the closed portal
  17. Slow Spell. The targets suffer a 50% reduction of intelligence, magic saves and effective caster level for the duration
  18. Speak with Dead (Clerical). You can call to the spirits of the recently dead who you do not have a corpse of, either by name or more generally (6)
  19. Suggestion. The target will suffer lost time following the duration
  20. Water Breathing. For the duration, mundane sea creatures treat you as an ally (7)

Epic Effects

  1. You become invincible for one round after casting this spell
  2. You become famous for casting this spell. Whatever the actual outcome, this deed will be remembered as mighty and you will be remembered as the doer of this deed
  3. After casting this scroll, you feel a deep connection to your surroundings. You cannot be surprised for 1d6 days
  4. After casting this scroll, you feel a lasting satiation fall over you. You require no food or water for 1d6 days
  5. This scroll turns into a map after casting. It leads to a comfortable cottage off the beaten path with a manageable vegetable garden, a small paddock of goats, and enough firewood for a year. Tended to, it will make a comfortable home, neglected it will fall to ruin
  6. Casting this scroll summons Aigus, a woman made of liquid glass (HD 3, AC as Plate, Attack as spear ×2). She will happily befriend the first people she encounters. She does not need to eat, but also cannot heal by any means.

Footnotes

  1. OR: You can decide on a rare but not impossible remedy that is the only cure to the disease.
  2. OR: You can deploy a shaped charge fireball, whose area of effect is a 90 degree cone which extends 30' from the detonation point
  3. OR: You can choose whether the lightning bounces off a dungeon wall or burns a tunnel through it
  4. OR: You can ask up to 3 questions about the object and receive reasonably true answers
  5. OR: The monsters summoned by this spell never test morale and survive 1 turn after dropping to 0 HP
  6. OR: This allows parlay and negotiation with the undead
  7. OR: Once during the duration you can use a water breath attack in a 20' cone dealing damage equal to your current hit points

Listening To: Tech Won't Save Us - Librarians Are Helping the Public Ditch AI
Reading: Arm of the Sphynx by Josiah Bancroft
Watching: ALEX JONES IS DEAD - Real Infowars
Playing: Idols of Ash

#magic items #od&d #scrolls #treasure #wizard's bookshelf