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# Magical Scrolls > ##### Scroll of Revival *Scroll* > *Wonderous Item, Very Rare, 0.05 lbs.* >### > As an action, you speak the words on this scroll and focus on a friendly creature you can see within 30ft of you that has died within the past minute. That creature returns to life with 1 hit point, and can be magically moved to any unoccupied space within 30ft of your choice. >___ > This item has no effect on creatures that died of old age, and it can't restore any missing body parts. Once used, the scroll disintegrates. \columnbreak > ##### Scroll of Protection *Scroll* > *Wondrous Scroll, Rare, 0.5 lbs.* >### >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 | > |:---:|:-----------:| >| 01-10 | Aberrations | >| 11-20 | Beasts | >| 21-30 | Celestials | >| 31-40 | Elementals | > >| d100 | Creature Type| >|:---:|:---| >| 41-50 | Fey | >| 51-75 | Fiends | >| 76-80 | Plants | >| 81-00 | Undead | >
> > Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-footradius, 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. \pagebreakNum > ##### Spell Scroll *Scroll* > *Wonderous Item, rarity varies, 0.05 lbs.* >### > 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, you must succeed an Arcana check to discern how to use the scroll, where the DC equals 10 + the spell's level. On a failed save, the text is illegible to you. >___ > 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 | >| 10th + | Artifact | 20 | +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 the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level (10th level spells and higher are impossible to learn). If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed.