| 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 |
10 |
Catapult |
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 |
16 |
Deadeye |
17 |
Deafblind |
18 |
Deathgrip |
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 |
22 |
Earth |
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 |
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 |
31 |
Forbid |
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 |
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 |
44 |
Invisible |
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 |
48 |
Magnet |
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 |
51 |
Missile |
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 |
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. |