Scrolls

 

Notes

 

Sprites and LSP’s vanishing - That was changed ages ago. Sprites and LSP's were given a small chance (about 5%) of disappearing every turn at the end ... *as well as* the standard chance to disappear in combat.  Magic is fickle like that. -- Steve-Madhouse UK

 

Q: Steve - perhaps you could confirm that this 5% applies to sprites and spheres that are unequipped?

 

Nope. Such knowledge as to the life of magic must be learned by playing the game.  It varies from item to item, depending on how that particular magic is structured. There is a little check box on the item editor that says 'Not in Pack' or 'Yes in pack' for item deterioration and different items have different settings. -- Steve-Madhouse UK

 

Scroll of Dazzle (DAZ) Royal Guild of Adventurer’s Scroll

To cast the spell using this scroll write the order C 51 <target ID>”. The range is 5 squares. Once cast this spell forces the target to see a blindingly bright light before their eyes, even if they are closed, causing them to be 'dazzled'. (Movement, Vision and combat abilities are all negatively affected). This spell was developed by the Royal Guild of Adventurers, to assist in the apprehension of Outlaws, but has many other uses. Its effects are brief (50% per turn chance to wear off) but can be useful nonetheless. It is illegal to use this spell upon an adventurer who is not an outlaw. The scroll cannot be copied by non-members. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Making more: To create another use the “C 151” order. This costs 75gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Fire Sprite (FS)

To cast this spell issue the “C 3” order. When cast it summons a Fire Sprite. The creature is treated like a piece of equipment and appears in your backpack. To use the fire sprite as a weapon you need to equip it to your attack hand. Any attack order will cause the fire sprite to spit a stream of flame at your target. It has a range of your own square plus 6 radius, and does 1-6 points of damage. This spell needs no additional components. Every time a fire sprite is used, it has a 1 in 3 chance of returning from whence it came. Once summoned, a Fire Sprite cannot be dropped, sold, or given away. You cannot equip a scroll. You need only have it in your backpack to cast the spell. Once cast the scroll will disappear.

Making more: To create another use the “C 103” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 27gp (last reported 19 December 2006)

 

Scroll of Ghastly Cloud of Death (GCD)

To cast the spell using this scroll write the order  “C 29 <Target Character ID>”. This terrible spell will cause a green and ghastly cloud of death to sweep forth over my target and also an area around my target, causing all within the area to be poisoned and also to take melting damage. While this spell was originally one of Necromantic nature, this version was converted for use with enchanter's magic. The spell is not choosy who it effects. It will hurt friend and enemy alike within range and if I am too close it will harm me. The spells range is 6, its radius from point of contact is 4. It is not stopped by walls or obstacles. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once cast the scroll will disappear.

Making more: To create another use the “C 129” order. This costs 95gp. The maximum number of scrolls per backpack slot is 12.

Value: ?

Notes when caught within area of effect: "Although not the primary target, I was caught within the radius of a magical spell. A Ghastly cloud of green gas washed over me, burning my skin and poisoning my veins. I screamed and screamed in agony. (3 points of damage. Poisoned)”

Other notes when the target of the spell: (Damage 5 to target, 3 to anyone caught in area of effect. Inflicts condition Murk that takes -20 off attack, –10 off normal and mental defenses,  -1 vision, and –1 to damage. One character reports the poisoning went away when a healing potion was used, but believes this might be coincidence.)

 

Scroll of Greater Fire Ward (GFW)

I carefully examined the Magic Scroll I was carrying. It was a Scroll of Greater Fire Ward. To cast the spell using this scroll write the

order “C 3999 <target ID>” where the target is the character you wish the spell to affect in the same or adjacent square. A greater fire

ward is a sphere of bright white energy that gives off a thick chilling mist. It protects the person it is cast on from some of the effects of fire, reducing any fire damage done by four points with its cooling glow until the end of the turn. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Make more: To create another, use the “C 4000” order. This costs 50gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Heroic Stature (AHS)

To cast this spell issue the “C 5” order. This spell causes an Aura of magical Heroic Stature to appear in your backpack. If you equip this to your defense hand, you will receive its effect. It grants +2 to your melee damage score and adds +10 to your attack score. Each turn there is a 1 in 5 possibility it will fade away. The Aura can be given to another character to use, but once equipped, it cannot be removed until it has run its course. You cannot equip a scroll you need only have it in your backpack to be able to cast the spell. Once cast the scroll will disappear.

Make more: To create another, use the “C 105” order. This costs 50gp. The maximum number of scrolls per backpack slot is 12.

Value: 51gp (Confirmed on 7 May 2005)

 

Scroll of Ice Sprite (IS)

To cast this spell issue the “C 6” order. When cast, this spell summons an ice sprite. The creature is treated like a piece of equipment and appears in your backpack. To use the ice sprite as a weapon, you need to equip it to your attack hand. Any attack order will cause the ice sprite to spit a stream of Ice at your target. It has a range of your own square plus 6 radius, and does 1-7 points of damage. This spell needs no additional components. Every time an ice sprite is used, it has a 1 in 4 chance of becoming a “Fading” ice sprite. Then it is only a matter of time until it returns from whence it came. Once summoned, an ice sprite cannot be dropped, sold, or given away. You cannot equip a scroll. You need only have it in your backpack to cast the spell. Once cast the scroll will disappear.

Making more: To create another use the “C 106” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 28gp (26 Jan 2003)

 

Scroll of Lesser Ice Ward (LIW)

To cast this spell issue the “C 3993 <target ID>” order A lesser ice ward is a sphere of faint red energy that gives off a faint chilling mist. It protects the person it is cast on from some of the effects of cold, reducing any cold damage done by two points with its warm glow until the end of the turn. You cannot equip a scroll. You need only have it in your backpack to cast the spell. Once cast the scroll will disappear.

Making more: To create another use the “C 3994” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Lesser Sphere of Protection (LSP)

To cast this spell issue the “C 4” order. This causes a lesser sphere of protection to spring into being. The sphere is treated as a magical item and when cast appears in your backpack. You must equip it to your over body area to receive its protection. The sphere provides the following protection Normal = 25, Fire = 25, Cold = 25, Chemical = 25, Magical = 25, Mental = 25. The sphere lasts a variable amount of time. Every time you enter combat, there is a 1 in 4 chance of it dissolving away! They will last indefinitely, if you are not involved in combat. You cannot equip a scroll. You need only have it in your backpack to be able to cast the spell. Once cast the scroll will disappear. Recently reported investigations report: Lesser Spheres last a variable amount of time based on combat rounds. Every turn there is a 20% chance the sphere will run out.

Make more: To create another use the “C 104” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 26gp (Last Reported 12 March 2005)

 

Scroll of Little Helpers (LHE)

To cast this spell issue the “C 30” order. I carefully examined the Magic Scroll I was carrying. I t was a Scroll of Little Helpers. When cast two small shapeless energy beings appear to fetch and carry for their master. The helpers act as independent characters that YOU control. You will get to issue orders for them. Magically summoned creatures are weak and can last anything from a few seconds to a few turns. I f you are unlucky they could fade out right away. This spell requires no additional components. A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. Little Helpers cost 1 GP per turn 'upkeep' which is charged automatically. You cannot equip a magic scroll. You only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Make more: To create another use the “C 130” order. This costs 50gp. The maximum number of scrolls per backpack slot is 12.

Value: 57gp

C 30 0 (Recently reported results of casting this spell ~ maybe by a character with to many little helpers ~ 12 February 2004)

I pulled out my scroll of Little Helpers and spoke the words, shaping the very stuff of magic in my hands like a sculptor of clay. Two shapeless energy clouds formed, taking the vague shape of small humans, ready to fetch and carry at my command. One of the Little Helpers spat at <name of casting enchanter>'s feet. "I hate you," it said.

C 30 0 (Recently reported results of casting this spell ~ maybe by a character with too many little helpers ~ 12 February 2004)

I pulled out my scroll of Little Helpers and spoke the words, shaping the very stuff of magic in my hands like a sculptor of clay. Two shapeless energy clouds formed, taking the vague shape of small humans, ready to fetch and carry at my command. The two Little Helpers looked at one another and shared a conspiratorial look. Something about their manner left me a little disturbed.

C 30 0 (Recently reported results of casting this spell ~ maybe by a character with to many little helpers ~ 3 April 2004)

I pulled out my scroll of Little Helpers and spoke the words, shaping the very stuff of magic in my hands like a sculptor of clay. Two shapeless energy clouds formed, taking the vague shape of small humans, ready to fetch and carry at my command. One Little Helper looked at <name of casting enchanter> and said, "what goes around comes around." My Lesser Sphere of Protection faded away as its magic came to an end. Player’s Note: It is uncertain whether the sphere collapse as part of the normal expiration of the LSP spell or if the Little Helpers had something to do with it since LHE was cast at the last order of the day. A line space afterward indicated that a AHS expired, but with the space there, it seemed to indicate it collapsed at the end of the turn not during the last order.

Notes: Initial reports claim that little helpers can move through walls. Confirmed reports since then prove that this is not the case. On the other hand, they're completely immune to Normal attacks and very vulnerable to all other types of attacks. This makes them perfect for "blocking" monsters. Having a few of them ahead of your party will help keep monsters at a safe distance so you can pick them off at range.

Little Helper

Statistics                                Defense

Appearance: 5-8                                Normal: 500                                Gold: 0                                Attack: -50

Willpower: 10                                Fire: -55                                Alignment: Good                                Experience: 0

Dexterity: 10-12                                Cold: -55                                Hostility: Neutral                                Damage: 1 to 2 (Normal)

Strength: 7-11                                Alchemical: -55                                Vision: 5                                Hire Cost: 1

Wisdom: 5-6                                Magical: -55                                Move Rate:10                                Owner: <caster of LHE scroll>

Intelligence: 11                                Mental: -55                                Current 8 out of 8                                Fear Factor: 0

Player’s Note: Can’t equip anything.

 

Scroll of Mage’s Amnesia (MAM)

I carefully examined the Magic Scroll I was carrying. It was a Scroll of Mage's Amnesia. To cast the spell using this scroll write the order 'C 3997 <target ID>' where the target is the person on whom the spell is to be cast within a 7 square range (even through walls). The caster will quickly become forgetful and have great difficulty concentrating on memorised detail. The upshot being that they cannot cast and spells or copy any parchments for the duration of the turn if the order required is a 'C' order. You cannot equip a magic scroll, you only need have it in your pack to cast a spell.

Making more: To make another scroll use the order "C 3998". This costs 300 gps. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Magic Lantern (MAL)

I carefully examined the magic scroll I was carrying. It was a scroll of Magic Lantern. To cast the spell using this scroll write the order "C 38". This will summon the Magic Lantern, a glowing lantern of magic light that hangs over the head of the caster for a short period. While the Magic Lantern is active, the caster gains +2 to vision, while losing -10 to Normal and Magical defenses. The Magic Lantern is powered by the trapped essence of a tiny fairy, which is summoned upon casting and forms the energy base for the sorcerous light. Only one magic lantern can be in effect at any one time for a single character. The lantern has a 50% chance of fading per turn.

Making more: To make another scroll use the order "C 138". This costs 40 gps. The maximum number of scrolls per backpack slot is 12.

Value: 46gp (last reported 16 July 2005)

 

Scroll of Magic Portal (MP)

To cast this spell use the “C 2” order. When cast you will be magically teleported to a random location. Be warned! Although the teleported location will not be anywhere fatal such as the middle of a wall etc…It could still be somewhere equally as unpleasant such as in a location filled with hungry looking monsters. This spell should definitely be used with caution! This spell requires no additional components. You cannot equip a scroll you only need have it in your backpack to cast a spell. Once cast, your scroll will disappear. Recently reported investigations report: “When cast within the Kingdom of Bereny you will be magically teleported to the legendary Safe Haven. Results elsewhere are uncertain at best.”

Making more: To create another use the “C 102” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 27gp (last reported 12 March 2005)

Notes When Casting: "I urgently dragged out my scroll and spat the words to the Magic Portal spell rapidly. A flash of light and the stench of ammonia filled the air as magical power wrenched me from that place to an entirely different one. I found myself in a warm, quiet, peaceful place. A small room nestled in some extra-dimensional area perhaps? I could feel sorcery here. It was the legendary Safe Haven. No attack orders can be used in this place. Even hostility attacks will be slow and unwieldy. Traders exist here for my benefit. When I want to return to the place I came from I can use the order 'C202'. A side effect of the transfer to Safe Haven is that I am healed 5 points if needed. A strange raised stone dais stood here. Brickwork around the edge held a flat black marble platform with an odd silvery sheen upon it. The words “Nepini Lazin” were inscribed on the brickwork."

Since turn run on 30th October 1999

I look around. I am standing in Safe Haven. A place where users of the Magic Portal spell can be sent for their safety and peace of mind. Issuing the order 'C 202' will take me back from whence I came. But there's something strange about this place... something wrong! The walls seem a darker hue than before and there are cracks in the masonry. The ceiling is bowed and weak in places as if something heavy is pressing on it from above. Cobwebs and dust fill nooks and crannies that had previously been fresh and clean. Strange new rooms seem to have appended to the area which were not there before. Something is wrong with the magic here. A corruption seems to have set in. But to what end? Never, never, never use any other sort of teleportation magic while within an extra dimensional space. It is VERY dangerous.

Since turn run 1st October 2000

“I urgently dragged out my scroll and spat the words to the Magic Portal spell rapidly. A flash of light and the stench of ammonia filled the air as magical power wrenched me from that place to an entirely different one. I found myself in a warm, quiet, peaceful place. A small room nestled in some extra dimensional area perhaps? I could feel sorcery here. It was the legendary Safe Haven. But something was DIFFERENT about the magic. I feel something strange and unpleasant. Like eyes watching me?

No attack orders can be used in this place. Even hostility attacks will be slow and unwieldy. Traders exist here for my benefit. When I want to return to the place I came from I can use the order 'C 202‘. A side-effect of the transfer to Safe Haven is that I am healed 5 points if needed. Never, never, never use any other sort of teleportation magic while within an extradimensional space. It is VERY dangerous.

A strange raised stone dais stood here. Brickwork around the edge held a flat black marble platform with an odd silvery sheen upon it. The words ‘Nepini Lazin ‘ were inscribed on the brickwork.”

 

Scroll of Mark Teleport Area (MTA)
 To cast the spell using this scroll, write the order “C 13”. When cast, the location in which you are standing is marked magically exactly as if you had used a Teleport Home scroll there... but without actually moving you anywhere. The advantage of this is that if you then use a Re-Teleport scroll at a later stage you will be taken back to the place marked with this spell. However, any use of other teleport magic in the meantime will erase this spells mark and replace it. You cannot equip a magic scroll. You only need have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making More: To create another scroll, use the order “C113”. This costs 10gp. The maximum number of scrolls per backpack slot is 12.

Value: 16gp (last report on the turn due 23 April 2005)

 

Scroll of Monster Summoning 1 (MS1)

I carefully examined the Magic Scroll I was carrying. It was a Scroll of Monster Summoning 1. To cast the spell using this scroll write the order 'C 1 0' or use the HANDLE order. When cast a weak monster is summoned who acts as an independent character who YOU control. Magically summoned creatures are weak and can last anything from a few seconds to a few turns. If you are unlucky they could fade out right away. Monster Summoning 1 is classified as a "Summoning" spell. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Making more: To create another use the “C 101” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 29gp (last reported 28 October 2006)

 

Scroll of Monster Summoning 2 (MS2)

You cast this spell by using the order “C 41”. When cast, it causes a monster to appear. This monster acts as an independent character that YOU control. You will get to issue orders for it. Magically summoned creatures are weak and can remain only a short time usually a few seconds up to a few turns! If you are unlucky, they COULD fade out right away! This spell requires no additional components. A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. You cannot equip a magic scroll you only need have it in your backpack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the “C 141” order. This costs 75gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Monster Summoning 3 (MS3)

You cast this spell by using the order “C 42”. When cast, it causes a monster to appear. This monster acts as an independent character that YOU control. You will get to issue orders for it. Magically summoned creatures are weak and can remain only a short time usually a few seconds up to a few turns! If you are unlucky, they COULD fade out right away! This spell requires no additional components. A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. You cannot equip a magic scroll you only need have it in your backpack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the “C 142” order. This costs 150gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Pandemonium (PAN)

Adventurer’s report the existence of this scroll. It causes confusion in an area possibly 3 x 3. Imps add to the havoc.

Making more: To create another use the “C XXX” order. This costs 200gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Parallel Blast (MBL)

To cast this spell issue the “X 531 <target ID>” order. This is a potent method of destruction used by powerful mages to deal large amounts of damage to their enemies. The spell is not guaranteed to hit since each target has a resistance to magic determined by their Intelligence and Willpower scores. If the spell does hit it will deal a lot of damage. The spell's power is tapped from the rift between worlds, where energies swirl and gather. The spell has a range of 5 squares (own square +4) and does a mixture of magical and fire damage. You cannot equip a magic scroll. You only need to have it in your backpack. (Note: A second reporting of this spell claims the order to cast is “C 531 <target ID>”.)

Making more: To create another use the “C 121” order. This costs 120gp. The maximum number of scrolls per backpack slot is 12.

Value: 127gp

 

Scroll of Paralysis (PAR)

To cast the spell using this scroll write the order 'C 140 <Target ID>'. This spell causes an intense cramping to infect the muscles of the target, reducing their ability to move dramatically for the duration of the turn it is cast. The target must be within 4 square range for this spell to work. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Making more: To make another scroll use the order 'C 140'. This costs 120GP. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Remove Radiation (RAD)

I carefully examined the Magic Scroll I was carrying. It was a scroll of Remove Radiation. To cast this spell using the scroll write the order “C 3304 <target ID>”. When cast you will reduce the level of magical radiation that person has absorbed. The range of the spell is 2, which means the spell can only be cast upon somebody in the same, or an adjacent square as yourself. You cannot Equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.

Make more: To make another scroll use the order ‘X 3304 0’. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: ?/?gp

 

Scroll of Second Wind (SW)

To cast the spell using this scroll, write the order 'C 54 <target ID>’. This spell gives the target a second wind as it describes, a period of time where their max health is 10 points higher than usual and healing them 10 points as well. However, at the end of the spell the extra health disappears immediately, possibly leading to death if the temporary health was all that was keeping the target alive. As well as the normal copy cost, casting this spell costs gold. The cost is 10 gold if the target is in the same square, or an adjacent square, or 100 gold for anywhere in the whole module. The second wind last between 1 and 4 turns.

Making more: To create another use the “C 154” order. This costs 250gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Slipstream (SL)

To cast the spell using this scroll, write the order 'C 53 <target character ID>’. The target must be in the same or an adjacent square. For the duration of the turn ONLY the affected target will be able to walk through NORMAL walls, as long as they concentrate very hard (use a special order, normal move orders will not have the necessary effect.) However, the strain of this is great. Every time the special order is used the 'streamer' will take 3 points of damage. Once a character is 'streaming' the order 'X 1965 <direction code>' is used to move, with the direction codes being the same as those used in the normal move order. While 'streaming' normal movement effects, like hostility attacks, do not function. You cannot equip a magic scroll. Once you cast the spell the scroll will disappear.

Making more: To create another use the “C 153” order. This costs 150gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

C 53 <Target ID#>

Speaking the powerful magical words I cast the Slipstream spell upon <target character’s name>. The scroll crumbled to pieces in my hands, even as <target character’s name> seemed to take on a strange, unearthly quality!

<On the target character’s turn in the phase this scroll was cast>

<name of enchanter casting the spell> cast a spell at me which gave me the power to Slipstream for the remainder of THIS turn. This is the ability to walk through walls. To do this I must issue a special order to move, 'X 1965 <direction code>'. The direction codes are exactly the same the normal move ones. Every move I make using the slipstream order will do me 3 points of damage, and while streaming I will not get the usual hostility attacks associated with the move order... I will be concentrating too hard!

 

Scroll of Stepping Stones (SST)

I carefully examined the Magic Scroll I was carrying. It was a Scroll of Stepping Stones. To cast the spell using this scroll write the order 'C 3996 1'. This spell causes a warping of reality on a localised and minor level. The effect of this is that for every square the enchanter moves for the duration of the turn, they will in fact move two squares in that direction. However, this additional movement does use the appropriate additional move points and is subject to all the rules of normal movement. You cannot equip a magic scroll, you only need have it in your pack to cast a spell.

Making more: To create another use the “C 3996 2” order. This costs 150gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Strength Drain (SDR) Independent Guild of Wizards Scroll

To cast this spell issue the “C 9 <target ID>” order. When cast, it has a range of Own square + 3. It must be cast at a target, which it Drains of physical Strength. This reduces their effective strength score by 5 and also reduces damage it inflicts by 4 points from every blow they strike…possibly even causing them to be unable to deal damage at all, even if they hit. You cannot equip a scroll. You need only have it in your backpack to be able to cast the spell. Once cast the scroll will disappear. As a guild restricted scroll, Strength Drain can never be sold, transferred, or dropped. If a character is killed, it disappears.

Making more: To create another use the “C 109” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12.

Value: 29gp

 

Scroll of Summon Stone Animate (Scroll of Summon Stone Animate) Assembly Guild Scroll

To cast this spell, issue the “C 17” order. Only the mysterious members of the magical guild known as the Assembly have learnt how to cast this spell and they keep it a closely guarded secret. When cast, the scroll crumbles to dust and from the very earth a Stone Animate rises to serve its master. Like many summoned creatures, the magic, which moves the Stone Animate has a chance each turn of running out. Until then, though, the Stone Animate is a powerful servant. As a guild restricted scroll, SSA can never be sold, transferred or dropped. If a character is killed it disappears. You cannot equip a magic scroll. You only need have it in your pack to cast a scroll. Once you cast the spell the scroll will disappear.

Making more: To create another use the “C 117” order. This costs 200gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

Notes When Casting: “I read out the strange syllables written upon my magical scroll. As the paper crumbled in my hand the ground began to tremble. I watched in satisfaction as a huge creature arose, a mound of rock and stone with gigantic rocky fists and smoldering orange eyes. It stood, resolute, awaiting my commands.”

 

Scroll of Summon Sword of Fire (SSF)

To cast this spell issue the “C 19” order. When cast, the scroll causes a powerful magic sword to appear in the casters backpack. That sword can then be given to another character or used by the caster. Although it has a limited life span, while it still exists the sword can deal powerful 'fire' damage when used as the equipped weapon. You cannot equip a scroll. You need only have it in your backpack to be able to cast the spell. Once cast the scroll will disappear.

Making more: To create another use the “C 119” order. This costs 50gp. The maximum number of scrolls per backpack slot is 12.

Value: 55gp (last reported 25 April 2005)

 

Scroll of Synaptic Intellect Enhancer (SIE) Independent Guild of Wizards Scroll

To cast the spell using this scroll, write the order “C 23”. Originally developed by the famous mage Solas on behalf of the IGW guild.  This spell acts directly on the brain of the caster.  When used, the spell causes an increase in he mental capacity and IQ. (Essentially gaining +1 to his or her intelligence permanently.) This spell has not been fully tested for side effects when used on very high intelligent individuals.  But thus far no ill effects have been noted. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C 123”. This costs 800gp. The maximum number of scrolls per backpack slot is 12.

Value: 819gp

 

Scroll of Teleport to Drax (Scroll of Teleport to Drax)

To cast the spell using this scroll, write the order “C ?” This immediately teleports the character to the Drax dungeon courtyard. It is also possible to use this scroll to make a magic charm that will teleport another character to the Drax dungeon courtyard. To do so use the order “C ?”. Using the scroll for this purpose also uses up 100 gp that are consumed by the magic. The charm must then be handed to the character who can trigger it using the order “X ?”. Once used, the charm disappears. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C ?”. This costs 40gp. The maximum number of scrolls per backpack slot is 12.

Value: 47gp

 

Scroll of Teleport to Icehaunt (TTI)

To cast the spell using this scroll, write the order “C 27” This immediately teleports the character to the Icehaunt dungeon courtyard. It is also possible to use this scroll to make a magic charm that will teleport another character to the Icehaunt dungeon courtyard. To do so use the order “C 227”. Using the scroll for this purpose also uses up 100 gp that are consumed by the magic. The charm must then be handed to the character who can trigger it using the order “X 1658”. Once used, the charm disappears. Using the Charm DOES NOT set a teleport flag for re-teleport use. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C 127”. This costs 40gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Teleport to Mirrormane (TTM)

To cast the spell using this scroll, write the order “C 7”. This immediately teleports the character to the Mirrormane dungeon courtyard. It is also possible to use this scroll to make a magic charm that will teleport another character to the Mirrormane dungeon courtyard. To do so use the order “C 207”. Using the scroll for this purpose also uses up 100 gp that are consumed by the magic. The charm must then be handed to the character who can trigger it using the order “X 317”. Once used, the charm disappears. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C 107”. This costs 40gp. The maximum number of scrolls per backpack slot is 12.

Value: 44gp

 

Scroll of Thunder Clap (THU) Independent Guild of Wizards Scroll

To cast the spell using this scroll, write the order “C 24”. This scroll was originally developed by the famous Mage Solas on behalf of the IGW guild, this spell reaches directly into the natural world to create a deafening and powerful localized thunderclap.  The spell is targeted upon an individual and does 1 point of damage as well as deafening the targets for a short time thereafter. You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C 124”. This costs 35gp. The maximum number of scrolls per backpack slot is 12.

Value: ?gp

 

Scroll of Transfer Funds (TFU) Independent Guild of Wizards Scroll

To cast the spell using this scroll, write the order “C 22 <target ID>”. Originally developed by the famous mage Solas on behalf of the IGW guild, Transfer Funds is an extremely useful piece of sorcery.  When casting the scroll the Wizard can transfer a sum of 100 gp over a great distance, indeed, anywhere in the World <Mod 5>.  The scroll has made long-distance payments of bills, or basic gold transfers a far simpler matter! The spell has a range of anywhere in Mod 5.  When the spell is cast the gold is immediately transferred! You cannot equip a magic scroll. You need only have it in your pack to cast a spell. Once you cast the spell, the scroll will disappear.

Making more: To create another use the order “C 122”. This costs 10gp. The maximum number of scrolls per backpack slot is 12.

Value: 15gp

 

Scroll of Word of Confusion (WOC) Assembly Guild Scroll

To cast this spell, issue the “C 8 <target ID>” order. When cast, it has a range of Own square + 3. It must be cast at a target. It causes the target to fall into a state of confusion. This makes the target suffer a –15 penalty on all his attack and defense ratings for the duration of the turn. Undead and supernatural creatures are also affected but to a lesser degree. You cannot equip a scroll. You need only have it in your backpack to be able to cast the spell. Once cast the scroll will disappear. (Conflicting reports exist saying the penalty to attack and defense is –5 rather than –15.)

Making more: To create another use the “C 108” order. This costs 25gp. The maximum number of scrolls per backpack slot is 12. (Conflicting reports exist saying the cost to copy is 40gp rather than 25gp. The most recent report indicates a 25gp copy cost.)

Value: 33gp (updated 16 July 2005)

 

Non-Enchanter Scrolls

 

Midnight Elf Scroll

The dark scrawl upon it seemed to swim and swirl before my eyes: I can make no sense of this at all! I suppose it contains secrets of one of many midnight elf schools of magic, but that is just a guess. Some scholars seek these scrolls and traders will buy them to sell on. They are rare, too: Midnight elves in danger of capture will destroy them. These scrolls are personal to the Midnight elf they where created for. Each holds many magical secrets important to that particular Midnight elf. Even another Midnight Elf of the same magical school would have trouble reading them. It is believed that the Royal College of Magic is working on a way to break the code.

No. Per Backpack Slot: 12

Value: ?/?gp

 

Re-Teleport Scroll

To cast this spell issue the “X 165” order. An extremely valuable scroll, the Re-Teleport spell has specifically been written in such a way that anybody of any class can use it. Its purpose is to return an adventurer to the last place they teleported 'from'. So, if you had used a Teleport Home scroll to get back to a dungeon courtyard, for instance, you could restock and heal up there, then use the Re-Teleport scroll to get back to where you last were... without trekking all the way through the dungeon again. Be careful though... being magically teleported by other means also counts as teleporting... and these scrolls aren't perfect... on rare occasions they can misfire and take you somewhere completely different. This scroll can be purchased in a courtyard using the ‘B 165’ order at the cost of 20gp.

No. Per Backpack Slot: 12

Value: 20/10gp

 

Royal Teleport Scroll

To cast this spell issue the “X 674” order. Royal teleport scrolls are magical spells made by order of the Crown to assist chosen heroes on quests for the Kingdom. This scroll is a one-way scroll. Once used it will immediately teleport you to the destination it has marked upon it.  Any adventurer class can use this scroll.

Second Description: This Royal Teleport Scroll allow any reader, magician or not, to be whisked instantly and magically to a vicinity predesigned by the creators. To use the scroll write the order 'X 3548 0'. Player’s Note: This second description comes from the royal teleport scrolls given to those chasing the Demon Princess, Jenneta, from the Dungeon of Drax to the Cathedral of Holy Light. The destination is the shores of Lake Koos. A scroll was recently discovered in the college ruins with the same description. The scroll was tested and its arrival point was outside the Royal Palace in the City of Crownheart. It is theorized the same scroll was give to Dirk Steadfast’s wife and the coding for the destination was changed to the new teleport location.

No. Per Backpack Slot: 12

Value: ?/?gp

 

Scroll of the Caged Imp

This scroll describes how a powerful priestess of the Nashan faith bound an imp with the power to grant wishes into a bone cage. The scroll is clearly a recent copy. The scroll goes on to describe an incantation, which is reasonably complex, which will torment the imp and force him to grant a wish. Wishes in Bereny are always one of the ‘standard’ four: to be healthy, wealthy, happy or wise. To try and repeat the incantation you must be in the room containing the imp. Use ‘L 100’ to wish for health, ‘L 110’ for wealth, ‘L 120’ for wisdom, and ‘L 130’ for happiness.

L 100 0 (Wish for Health)

I opened the scroll and began to read. The incantation proved easy to complete and, as I did so, the imp quivered and screamed in terror and pain. Smiling, I demanded the creature grant my wish, which it has. As I made my demand, the paper of the scroll caught fire and burnt, without heat, to ash. (Player’s Note: Reports indicate this wish grants a +10 to health and a +1 to appearance, but imposes a –20 penalty to piety. It also puts a note in the character’s, Magic Effects section. Whether the wish for health is temporary or not is unknown, but past Magical Effects that grant health give notice that if the effect should go away while the character is on low health, death may occur.)

No. Per Backpack Slot: ?

Value: ?/100gp

 

Scroll of the Dead

This illustrated scroll is covered with strange glyphs and runes which I think might well be anubian. The pictures contained within seem to indicate that they describe the journey the anubians suppose is taken by them in the afterlife. I suppose the scroll might be of some value to a scholar.

No per backpack slot: 12

Value: ?/?gp

 

Scroll: Lady of Virtue

This is a scroll containing a story by the notorious female writer Milla Sanboon. It is by the most part a ficticious story about the illicit love between a lady of nobility and rusty the stable lad of the Kings Stables in Crownheart. Supposed to be set during a time of strife, no one really knows why it was set at all, other than to pour scorn onto it's creator.This has little if any use other than scrap paper, or to keep a rampaging mob of amazons from attacking you.

No per backpack slot: 12

Value:     ?/?gp

 

Scroll: Loves Lost Ardour

This is a scroll containing a story by the notorious female writer Milla Sanboon. It is by the most part a ficticious story about the illicit love between a woman and two of her suitors all the while trying to keep her parents in the dark about her true love, a serving wench from the local tavern. The general gist is that the story writer is partially insane. This has little if any use other than scrap paper, or to keep a rampaging mob of amazons from attacking you.

No per backpack slot: 12

Value:     ?/?gp

 

Teleport Home Scroll

I examined the Teleport Home Scroll. Possibly the most invaluable adventurers tool there is, the Teleport Home scroll serves a simple but powerful function. Made by mages and enchanted in such a way that even non-mages can use them, all you need to do is read the scroll aloud and you will be instantly teleported back to the Courtyard from wherever you are in the Dungeon. These scrolls can save a lot of travelling time and even get you out of a tight spot more often than not. To use a teleport scroll issue the order 'X 31 0'. Player’s Note: This scroll can be purchased in a courtyard using the ‘B 31 0’ order at the cost of 5gp.

No. Per Backpack Slot: 12

Value: 5/5gp

 

Thin Scroll

A picture of the Duke of Poldoon being told by a warrior the message that the army of Kyr had taken over the silver mines of Silverlode.

No. Per Backpack Slot: 12

Value: ?/?gp