Pages Brittle with Sun and Salt

Shiny Spell Scrolls 4

First Level, Second Level, Third Level

  1. Cause Serious Wounds (Clerical). The target is marked with a permanent scar in the shape and location of your choosing.
  2. Charm Monster. While the target is under your control, you can temporarily seize direct control of them, experiencing their senses and controlling their body. Your body is still and senseless for this time, and if it is harmed, this spell is dispelled.
  3. Confusion. Confused targets have a 2-in-6 chance of answering a question truthfully.
  4. Create Water (Clerical). Can also be used to create wine, milk, ale, honey or urine.
  5. Cure Serious Wounds (Clerical). Ignore the target's hit point maximum.
  6. Dimension Door. After casting this, you have a bank of 4 blinks. Each of these can be used to teleport in a random direction, 1d3×10', stopping short if you would teleport into a wall. This can be used to avoid taking damage from an attack.
  7. Extension I. Gives the spell a 4-in-6 chance of not fading after being cast.
  8. Fear. Creatures who flee are effectively blind as they do so.
  9. Growth of Plant. You can control trees in the affected area as if you were a Treant.
  10. Hallucinatory Terrain. Characters who enter the area only have a 4-in-6 chance of breaking the effect, becoming confused (as by the spell) until it is finally broken.
  11. Ice Storm. Can be used to create sheets of freezing rain with twice the area, dealing only 1d20 damage, but slowing all affected targets by half.
  12. Massmorph. You can choose any inanimate object to transform your targets into. They must all become the same type of thing.
  13. Monster Summoning II. When the summoned creatures appear, they are dosed with your choice of the following potions: Growth, Diminution, Giant Strength, Invisibility, Gaseous Form, Polymorph, Speed, Levitation, Flying or ESP.
  14. Neutralize Poison (Clerical). Both you and the target are made immune to this particular poison.
  15. Polymorph Others. You can transform an inanimate object into another of lesser value.
  16. Polymorph Self. After transforming back to your usual shape, you retain the abilities of the last form you took for 1d6 turns.
  17. Protection from Evil, 10’ radius (Clerical). All creatures protected by this spell have their HP restored by 1.
  18. Protection from Good, 10' radius (Clerical). Any good creatures who try to cross the barrier are turned evil for 1d6 turns.
  19. Remove Curse. In the process of casting this spell, you can transfer the curse to a person or object within 30'.
  20. Speak With Plants (Clerical). Until the next dawn, the affected plants can speak to anyone.
  21. Turn Sticks To Snakes (Clerical). The snakes have a 50% chance to be flying, and a 50% chance of growing giant.
  22. Wall Of Fire. The wall can move by 10' per round
  23. Wall Of Ice. The wall can be cast horizontally, as long as it is affixed to a vertical surface. It can be made rough or slippery.
  24. Wizard Eye. When you cast this choose: Infravision (can see in the dark, absent a light source), Ultravision (Can see invisible objects), X-ray vision (Can see through walls).1

Epic Effects

  1. If you tear this scroll in half, each half has a 50% chance of becoming an exact copy of this scroll and a 50% chance of becoming mundane parchment
  2. This scroll has a scroll of protection against a specific type of monster on the opposite side. Until you cast this spell, each dawn a new protection incantation will appear on the other side.
  3. This scroll is haunted by a neutral ghost. It can cast ESP and Telekinesis once per day and can read Common, Elf and Gnome. Casting the scroll will set the ghost free, and it knows.
  4. Until it is cast, this scroll can be rolled up and used as a Club +3.
  5. When you cast this scroll, the area 20' around you is carpeted with yellow mold.
  6. When you cast this spell it is accompanied by a loud noise or physical sensation of your choice.

...

Reading: Werebeasts of Hel by Asa Drake
Listening: Eternal Veil by Fox Moss

  1. Or: Your wizard eye is intangible and can see through solid objects while passing through them.

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