Print Weaver Scrolls (d100)

Citation

Print Weaver by N. L. Morrison

d100 Scroll

1

Accuracy

Attacks against [DICE] creatures have [SUCCESS] less Obstacle on their armor until your next turn.

2

Acorn

You enchant a small object. The object becomes a seed, that upon planting instantly sprouts into a twisting tree. In the following [DICE] days, the tree bears fruit-like pods that contain [SUCCESS] perfect copies of the enchanted object.

3

Air

You create a cyclone of cutting wind in a cone [DICE] meters wide. Creatures caught in the cyclone must succeed on a STR check or become Prone and take [SUCCESS] Thunder damage.

4

Amber

You encase a creature in crystalline resin. The creature is Restrained and Paralyzed, but impervious to harm while encased. Amber lasts [DICE] hours, or until the resin takes [SUCCESS] damage, afterward it cracks and frees the creature.

5

Awaken

You imbue [SUCCESS] objects with bitter sentience for [DICE] rounds. The creatures understand and follow your commands, but only roll a Chance Die for checks.

6

Barrier

You create a thin barrier of resistance [DICE] meters wide that decreases the damage of attacks to all creatures standing behind it by [SUCCESS] points. Lasts until your next turn.

7

Bottle

You shrink a creature and simultaneously trap it in a bottle. The creature remains in the bottle for [SUCCESS] rounds or until the cork is removed or the bottle takes [DICE] damage.

8

Break

You invade the mind of a creature who must succeed on a WIL check or take [SUCCESS] Psychic damage and become Confused for [DICE] rounds. The creature’s vision is altered, filled with fearful images.

9

Bridge 
You create a wooden or stone bridge [SUCCESS] decameters long. May hold [DICE] creatures at a time.

10

Catapult 
You launch an object up to [DICE] meters across with great force. If it collides with a creature, deals [SUCCESS] damage

11

Charm

You attempt to charm up to [DICE] creatures, each creature must succeed on a WIL check or they regard you and your allies as non-hostile for [SUCCESS] hours.

12

Cloud

You create a sphere of fog [DICE] decameters wide, lasting [SUCCESS] rounds. Any creature in the fog gains Blinded until they leave

13

Coffin

Target creature with the Prone condition is swallowed by the earth beneath it. The creature must succeed on a STR check or become Restrained for [DICE] rounds. The target may make this check each round, but takes [SUCCESS] damage for each subsequent failure.

14

Compose

You create an illusory symphony lasting [DICE] rounds and inspires [SUCCESS] creatures of your choice. Inspired creatures are immune to status conditions.

15

Daylight 
You generate an area of daylight [DICE] meters wide and lasts [SUCCESS] rounds.

16

Deadeye
A creature with the Blinded condition is assaulted by terrible visions of the dead, for [DICE] rounds they are dealt [SUCCESS] Psychic damage.

17

Deafblind 
You attempt to Blind or Deafen [DICE] creatures for [SUCCESS] rounds.

18

Deathgrip 
You summon a giant skeletal hand to grapple a target creature. The hand has Advantage on all checks to escape the grapple

19

Decay

You taint a creature or foodstuff with poison. If your target is a creature it must succeed on a STR check or become Poisoned for [SUCCESS] rounds. Consuming the poisoned item prompts the same check.

20

Divine

You learn the location of an object, creature, or place within [SUCCESS] kilometers accompanied by a brief vision of the area surrounding the target. The vision includes sensory hints like smells and sounds.

21

Duplicate 
You create an illusory clone of a creature. The duplicate performs [DICE] actions and lasts [SUCCESS] minutes, but has no physical presence

22

Earth
You create a shattering stone spike beneath a single creature dealing [SUCCESS] damage and throwing them [DICE] meters in the air.

23

Enlighten

A spray of Ink falls over [DICE] target creatures. They gain the Poisoned condition, 5 temporary WIL points and learn a random Scroll. The Poisoned condition only ends upon using all of the temporary WIL.

24

Exchange 
You convert [SUCCESS] of your STR, WIL, or DEX points into STR, WIL, or DEX points.

25

Eyespike

You summon a pair of illusory spikes that drive into a target creature’s eyes. Target creature gains Disadvantage on WIL checks and the Blinded condition for [SUCCESS] rounds.

26

Fall

You and [SUCCESS] other creatures slow their descent. All affected creatures are immune from fall damage. The effect ends a moment after touching the ground.

27

Familiar

You summon a phantom animal of your choice, it lasts until it dies and has [DICE] VIT and [SUCCESS] points distributed among attributes of your choice. If the familiar has more than 3 WIL it learns a random Scroll. It follows your commands, and acts on your turn.

28

Feyjam

You summon [DICE] tarts filled with a delicious magical jam. Each heals [SUCCESS] STR, WIL, or DEX, depending on the color (RED, BLUE, or GREEN) chosen at casting. When eaten, make a STR check with a [SUCCESS] Obstacle or become Poisoned.

29

Fire

You create a flaming sphere [DICE] meters wide that drops from the sky, exploding on contact. Affected creatures must succeed on a DEX check or suffer [SUCCESS] Fire damage

30

Float 
You cause up to [DICE] creatures or objects to levitate in place for [SUCCESS] rounds or until dismissed

31

Forbid 
You mark a circular region [DICE] meters across. For [SUCCESS] rounds, only creatures you invite may enter the circle.

32

Gambler-Eyes

Time seems to slow down, allowing you to adjust your next check by [SUCCESS] successes or failures. As a result, your perception of time is faster and your Obstacle increases by 1.

33

Ghostmap

The area [DICE] decameters around you is projected in a small sphere in front of you, like a transparent globe. The image is fuzzy but the locations of [SUCCESS] dangerous creatures within the sphere are visible until dismissed or you take damage.

34

Glacier

You turn [DICE] decameters of mundane water into solid ice for [SUCCESS] hours. Creatures caught in the solid ice when it transforms take [SUCCESS] Cold damage

35

Gold 
You transmute [DICE] objects into pure gold for [SUCCESS] hours.

36

Golem

You target a large amount of raw material and utter a simple command. The material becomes a Golem for [SUCCESS] rounds and attempts to complete the task.

37

Hammer

A large phantom hammer appears and attempts to crush up to [SUCCESS] creatures you’re engaged with (as Ink Weapon). Casting Hammer does not cause an Action of Opportunity.

38

Hand

You create a translucent floating hand, capable of [SUCCESS] actions. The hand mimics you and therefore has your attribute scores and cannot exceed Distant range from you.

39

Hex

You target one creature with a frightful hex, granting them the Cursed condition for [SUCCESS] rounds.

40

Hide

You and [DICE] creatures are cloaked in shadow, granting Advantage on all stealth related checks for [SUCCESS] rounds

41

Hitbond

You link two target creatures together, granting each [SUCCESS] additional STR points shared between the two of them. If either creature loses STR, it is removed from this pool first. When the pool is empty, the Scroll effect ends.

42

Ink

You mark a willing creature with Ink-sodden blood. For [DICE] rounds all of the target’s attribute scores are doubled, but the creature then dies and instantly becomes a Printless.

43

Intervene 
Change [SUCCESS] failures on a check into successes. You may cast this Scroll as a free action.

44

Invisible 
Turn invisible, for [SUCCESS] rounds. You may take [DICE] actions before turning visible again.

45

Jinx

You spit curses at [DICE] targets causing each to gain a random status condition. The effect ends on all targeted creatures if any of the targeted creatures die.

46

Leap

You launch a target creature high into the air, remaining airborne for [DICE] rounds. When it hits the ground it and anything it lands on takes [SUCCESS] damage.

47

Lock 
You magically lock a door or container for [SUCCESS] days. May only be opened by a similar Scroll or effect.

48

Magnet 
You telepathically move a metal object that is at most [SUCCESS] meters across [DICE] meters in any direction.

49

Manabond

You link two target creatures together, granting each [SUCCESS] additional WIL points shared between the two of them. If either creature loses WIL, it is removed from this pool first. When the pool is empty, the Scroll effect ends.

50

Mend 
You mend [SUCCESS] cracks, rips, or tears [DICE] meters wide.

51

Missile 
You generate [DICE] magic missiles that always hit their target for [SUCCESS] damage.

52

Molt

You cause a creature to rapidly molt its skin. While molted, target becomes an Ooze for [SUCCESS] rounds and its former “husk” and equipment remain in whatever pose they had when you cast the Scroll.

53

Nullify

You may cast this targeting a creature or an area at most [DICE] meters wide, any Scrolls affecting the target are nullified for [SUCCESS] rounds.

54

Obsession

All creatures who see you within Close range must succeed on a WIL check or walk toward you. They may make another WIL check if walking toward you would cause death (e.g. walking off a ledge). The effects end if the creature takes damage, or after [SUCCESS] rounds.

55

Ocarina

You play a gentle melody that fills the air and bolsters your comrades. For [SUCCESS] rounds, each targeted creature may sacrifice STR, WIL, or DEX to aid each other's checks.

56

Orb

You create a magic bubble that encases up to [DICE] creatures. Creatures within the bubble move with it. It rises at a rate of [SUCCESS] meters per round and lasts [DICE] rounds. It pops on contact with protruding objects

57

Paint

You paint a target area with an incredibly realistic design at most [DICE] decameters across. A creature trying to discern its nature must succeed on a WIL check with [SUCCESS] Obstacle to see through the artifice.

58

Palmistry

You read a target creature's hands (assuming they have any). You learn [SUCCESS] things about them, such as the value of an attribute score, equipment they carry, or an ability they possess.

59

Paper

You create an elaborate origami barricade [DICE] decameters wide and [SUCCESS] meters tall. It’s still paper though, lasts until destroyed

60

Plantwalk

You meld with a nearby plant. While melded, you are invisible and may travel to any plant in Distant range, ending the effect.

61

Portal

You open a temporary portal to one place you’ve been in the past [DICE] days. The portal closes after [SUCCESS] people or equally sized objects pass through it.

62

Puncture

You target a creature with piercing needles. They must succeed on a DEX check or become Paralyzed for [DICE] rounds. At the start of their turn the target may reroll the DEX check, but they take [SUCCESS] damage if they fail.

63

Puppet 

You command a creature to take [DICE] actions for [SUCCESS] rounds, WIL check to resist.

64

Raise

You raise [DICE] creatures from the dead, filling them with Ink for [SUCCESS] rounds. They follow your commands, and act on your turn.

65

Razor

You preternaturally sharpen a weapon within Close range for [DICE] rounds. It cuts through any nonliving material so long as it’s less than [SUCCESS] meters deep.

66

Reborn

You mark a creature as chosen by Providence. They cannot die for [SUCCESS] rounds.

67

Return 
You and all of your equipment instantly teleport to a position you were in up to [SUCCESS] hours prior.

68

Ritual 

You target one creature with a sacred ritual, granting them the Blessed condition for [SUCCESS] rounds.

69

Salve 

You heal [DICE] creatures [SUCCESS] VIT.

70

Send 

You telepathically communicate [DICE] words to [SUCCESS] creatures.

71

Sever 

Target creature makes a STR check with [SUCCESS] Obstacle. If they fail, target loses a limb of your choice.

72

Shatter 

You utterly destroy a mundane object. With 6+ successes, you may destroy magical items.

73

Shatter 

You utterly destroy a mundane object. With 6+ successes, you may destroy magical items.

74

Silver-Tongue

You spit a silver Golem from your mouth. The Golem has [SUCCESS] Vitality Dice and follows your commands for [DICE] rounds then melts into a pool of silver metal

75

Size

Target creature grows or shrinks by [DICE] meters and lowering all attributes equal to [SUCCESS].

76

Skillbond

You link two target creatures together, granting each [SUCCESS] additional DEX points shared between the two of them. If either creature loses DEX, it is removed from this pool first. When the pool is empty, the Scroll effect ends.

77

Slumber 

You put a creature into a forced slumber for [SUCCESS] hours, healing all status conditions. Unwilling creatures have Advantage to resist.

78

Specter

You target up to [SUCCESS] creatures and attack it with ghostly essence (as Ink Weapon, deals Ghost damage). Only works if the targets don’t know where you are.

79

Spew

Target creature spews volleys of foul acid uncontrollably, all creatures within Close range of the target are coated in odorous ichor and Poisoned for [SUCCESS] rounds.

80

Spirit 

Summon a random Spirit creature to commune with. You may ask it [SUCCESS] questions.

81

Sponge 

You absorb all liquids within Close range for [SUCCESS] hours until expelled in a great deluge.

82

Steed 

You summon a common mount. It lasts for [DICE] hours and has [SUCCESS] Vitality (as Beast).

83

Storm 

You create a terrible storm in your immediate area for [SUCCESS] hours.

84

Strike 

You call forth a bolt of pure electricity chaining between [DICE] Close creatures, dealing [SUCCESS] Lightning damage.

85

String

You mark one large creature standing on the same surface as you. For [SUCCESS] rounds, the marked creature only moves when you do and imitates your movements exactly.

86

Tent 

You create a tent that only allies may enter or perceive. The tent fits [DICE] people and lasts [SUCCESS] hours.

87

Tether 

You create a steel cord between any two objects or creatures [DICE] meters long and lasts [SUCCESS] minutes.

88

Toadkin 

You fling bolts of green goo at [DICE] target creatures. Any who fail a WIL check are transformed into Frogs for [SUCCESS] rounds.

89

Tongue 

You may converse freely with [DICE] living things for [SUCCESS] hours.

90

Traitor

Target creature gains Confused and considers enemies as allies and allies as enemies for [SUCCESS] rounds.

91

Tunnel

You bore a circular tunnel into natural terrain. It is [SUCCESS] meters creatures across, and [DICE] decameters long

92

Vagabond

You take the appearance of someone suspicious, catching the attention of anyone who sees you. Any who fail a WIL check with [SUCCESS] Obstacle must stop and speak to you.

93

Vertigo

You twist the perception of a target creature’s surroundings. The target creature gains Disadvantage on STR checks and the Prone condition for [SUCCESS] rounds.

94

Vine

You summon twisted vines that Restrain a creature for [DICE] rounds, or until the vines take [SUCCESS] damage.

95

Water

You create a forward-moving tidal wave [DICE] meters wide. Creatures caught in the wave must succeed on a STR check or be pushed with the wave and take [SUCCESS] damage.

96

Weak

Target creature gains Exhausted condition for [SUCCESS] rounds.

97

Weight

Target creature’s armor counts as one category lighter for the purposes of inventory space for [SUCCESS] hours.

98

Wobble

All creatures within Close range must succeed on a DEX check or fall Prone for [SUCCESS] rounds.

99

Worm

When you cast this Scroll, set a triggering condition, such as “when I die.” For the next [DICE] days, whenever the condition is met, all items in your inventory (excluding rings) turn into a pile of worms and bury themselves [SUCCESS] meters underground.

100

Zone

You project a [DICE] meter permeable cube of pure order. All checks made within the cube have a result equal to [SUCCESS] until the end of the next round.