Saturday, September 12, 2020

AD&D Magic Items: Scrolls

 Scrolls are typically the second most common magic items located by low-level parties, along with magic weapons or armor (of +1 enchantment). Scrolls are of great importance to magic-users as a source of new spells, but also to clerics for additional healing and support spells that they might not normally be able to prepare due to limitations. Druids and illusionists also have access to spells on scrolls, but these are much rarer to find unless specifically placed by a Dungeon Master in a treasure hoard. There is a full 15% chance of randomly finding a scroll as a magic item according to the random treasure charts in the DMG. Of those scrolls found, fully 60% will contain magical inscriptions of arcane or divine spells, while 37% will provide any reader with some form of potent protection against the monsters and magic encountered in dungeons and planar adventures. Only 3% of those scrolls found will be cursed (a good percentage considering how many of the miscellaneous magic items and weapons are cursed).

Magical Scroll found in the dragons treasure trove at the ruins of  Thundertree | Rp ideas, Fantasy props, Magical

Of the spell scrolls found, 30% are clerical and 70% are magic-user spells. One-quarter of all clerical scrolls have druid spells instead, and only 10% of magic-user scrolls contain illusionist spells. So if you want to run an illusionist, be aware that you will likely not find many (if any) spell scrolls. Experience awards for spell scrolls are strange in that they only apply to those characters who can use the scroll. How would this apply to a party with multiple spellcasters? If you have 2 magic-users or a magic-user and a fighter/magic-user, do both get the XP for a single scroll? I have only ever given XP to the character who is awarded the scroll - thus only one of the characters in the example above would gain the XP for the scroll, not both. It seems to me that the XP is consolation for not getting the gold value of the treasure you would have normally gotten. Again, this depends on how DMs decide to award experience points. However, by the book, it seems that the character who is awarded the magic item is the only one who gets the XP award. Spell scrolls carry an XP value of 100 x.p. per spell level on the scroll. So if you have a scroll of 7 spells, of levels 2-9, you have a minimum of 1,400 XP and a maximum of 6,300 XP from a single scroll! Not really on par with some of the other magic item values, but definitely nothing to sneeze at! And a scroll of 7 ninth level spells is a treasure beyond counting for a magic-user! Protection scrolls, on the other hand, are of fixed experience point value and I would assume that this value would be a party value since anyone can use protection scrolls (except monks, and perhaps illusionists). Gold piece sale values are 3x experience value for spell scrolls, or 5x experience value for protection scrolls. Thus, a scroll of protection from demons (2,500 x.p.) could sell for at least 12,500 g.p. on the open market (likely more!).

Scrolls are not the rolled-up parchment pieces that are portrayed in video games or modern gaming - most scrolls in AD&D are based on ancient scrolls depicted throughout history. These are typically found in cylinders made of any number of rare (or common) materials, ranging from carved jade or platinum to leather or wood. These tubes are typically engraved or magical guarded in some way (a great way to protect one's treasured scrolls are glyphs of warding, fire traps or explosive runes). Curses and other effects can befall those opening a scroll tube, so it is best not to be too hasty when checking out magical treasures. Although there is only a 3% chance to find a cursed scroll, any scroll may be magically protected. The scroll itself is usually some rare parchment or vellum attached to wooden rods, decorated or plain, for rolling (or scrolling) through the content. Paper as we know it was rare in pseudo-Medieval AD&D campaigns - more likely than not, writing surfaces were made from animal skins, woven plant fibers, or perhaps human flesh flayed and dried (for those necromancers and demonologists out there).

Magical scrolls (spells) are written in special cyphers so to understand what is written requires a read magic spell (or a magic item that allows one to read magical writing). Once read to determine the contents, a read magic spell is no longer required to invoke the spell on the scroll. Note that even a map may appear magical until the proper spell is used. Reading a scroll to determine the contents does not activate the magic unless there's a specially triggered curse. Scrolls radiate no evil or special auras; they do radiate magic according to the strength of the spells placed upon them. Does this mean that read magic is required to read clerical or druidic scrolls? No. This is specified on page 118 of the DMG (2nd paragraph of the 1st column). However, consider that clerical texts perhaps require only comprehend languages if written in a tongue unfamiliar to the reader. I myself have decreed in my campaigns that clerical magic is written in the language of the god's people, so that if a scroll is found on a drow cleric, it is written in Undercommon or Drowic Elvish. Even a surface elf would be unable to read it properly unless they learn the drow language. Druid spell scrolls are probably written in their secret language. Illusionists already write in a secret script so that non-illusionists will be unable to identify such scrolls without magical aid. Only spellcasters of the appropriate types can use the spells written on the scroll, except for high-level thieves who have a chance of invoking the spells contained therein. Protection scrolls can be used by any class or race of character without using a magic spell (however, monks and illusionists appear to be unable to use such items, per the Players Handbook).

Spells found on spell scrolls are typically written at a caster level of 1 higher than the minimum needed to cast the spell. Thus, a fireball found on a spell scroll will be written at the 6th level of ability (5th level being the minimum level to cast 3rd level magic-user spells). The minimum caster level for any spell scroll is 6th level. Thus, a spell scroll of magic missile (1st level magic-user spell) will be cast at a caster level of 6th and produce 3 missiles. The DM is within his rights to adjust the caster level to make it higher than normal, but should keep the minimum scroll caster level at 6th level. This will rarely affect spells other than those with a level component to range, duration, or damage dice. However, some maladies require a caster level of a certain level to remove certain curses, diseases, defeat magic using a dispel magic, etc.

The clincher here is comparing casting level of the user with that of the writer. Sure, a 1st level magic-user could find a scroll of magic missile which would (at minimum) be written at 6th level casting. However, there is a chance when used that the scroll will be misinterpreted causing spell failure (and loss of the spell altogether) or a reversed/harmful effect. Imagine that 1st level magic-user with 1-4 hit points miscasting a magic missile spell of 6th level casting ability and being targeted with all three missiles (2-5 points per missile, with an average damage of 10 points)! Such a thing could happen! The chance of this occurring is 5% per level difference of the caster levels. Thus, in the example above, there is a full 25% chance of something bad happening. If this roll hits, then a second roll determines what occurs (in this case, there is an 85% chance of the spell simply failing, but a 15% chance of something bad happening). This is a big risk for a 1st level character, but when the chips are on the table and the party requires the magic-user to "pull a rabbit out of his hat," that risk could be rolled and, if successful, might spell the difference between survival and total defeat. So, although the chance of finding a cursed scroll is low, the use of such high level magic is risky at best for lower level casters.

The most important aspect of scrolls, however, is as a source of new magic spells for prospective magic-users. Clerics and druids already have access to their full level of spells - not so the lowly Prestidigitator, who only starts with 4 spells and must locate those he already knows to scribe into his book, and find yet others to learn as he advances in power and level. Those spells a magic-user cannot learn may still be used off a scroll. The problem with this, then, is that these are one use items that disappear once used. When any scroll is read for purposes of copying the spell's formula or to release its magic, the writing completely and permanently disappears. Imagine, if you will, the words burning away or evaporating as they are read from the scroll. Reading one spell off a scroll of multiple spells does not affect the other spells in any way. Gygax suggested that nothing prevent this from happening, except perhaps a special magic scroll that can be used once per time interval (but this is considered to be a very rare and coveted magic item indeed).

The reading of a spell scroll is similar to casting a spell of the same name. This means that casting time is the same as the spell. No other requirements are necessary (somatic or material components, for example), as these are all placed into the inks and fabric of the scroll by the creator. Thus, one can cast the spell even if they have never seen it before or cannot learn it. A silence spell will still keep the spell from being cast. Keep in mind that the caster of the spell on the scroll suffered all the ill effects of casting the spell into the scroll, and these will not fall on the caster of the scroll spell. For example, the casting of a wish spell causes the caster to age 3 years. Using the same spell off a scroll causes no aging to the reader. The same cannot be said of a haste spell which ages those under its effects by 1 year - such aging still occurs since it is a product of the spell once cast, not the casting of the spell itself. Note that only clerics, druids, magic-users, and illusionists can use the scrolls appropriate to their classes (with the aforementioned exception of high-level thieves). In fact, paladins and rangers, who can cast spells at higher levels, may not use spell scrolls. Only protection scrolls can be used by characters not of the four spellcasting types previously mentioned. This could have a major impact on a campaign if players chose non-standard classes to play. For example, if a party consists of a druid, gnome fighter/illusionist, and a ranger, then magic-user spell scrolls (which are the most common) are useless except to sell in the local marketplace! New players should be made aware of such things before selecting a class to play. The most common classes (cleric, fighter, magic-user, and thief) generally do best in a campaign as far as magic items are concerned.

Protection Scrolls

These scrolls are usable by any class or race, as previously mentioned (with the exception of the monk and possibly the illusionist). Thus they must be written in Common which is understood by all the character types in the Players Handbook. If one uses the later rules from Unearthed Arcana, then some characters who do not start out with the Common languages (or cannot read due to background), will be unable to use these scrolls. It all depends on how the DM wishes to work his campaign and how well-rounded player characters are supposed to be upon creation.

Protection scrolls in the DMG have reading times from 4 segments to 1 round. This means that they are begun at the beginning of the round and the protection effect does not take effect until the scroll is completely finished being read. However, some protection scrolls can be read faster to protect against weaker forms of the monsters they are written to protect against. For example, a scroll of protection from demons requires a full round to read to protect against all demon types including demon princes, 7 segments to protect against demons of type VI or lower, and only 3 segments to protect against type III or lower. The same applies to scrolls of protection from devils (vs. arch-devils, greater devils, or lesser devils respectively).

Some protection scrolls are more specific. For example, a scroll of protection from elementals may only protect against a certain type of elemental (air, earth, fire, water) or against all elementals. A scroll of protection from lycanthropes may protect against certain types of lycanthropes (werebears, werewolves or wererats, for example), protect against all lycanthropes, or protect against shape-changers in general, including lycanthropes, dopplegangers, certain dragons, druids, jackalweres, and those under the influence of polymorph spells! A scroll of protection from undead may function against those types listed under a potion of undead control (same table is used to determine this).

Generally speaking, when using a protection scroll against a certain class of monster, the protection is in a 5' to 10' radius around the reader and moves with the reader. Those affected by the scroll cannot penetrate the barrier physically or magically, but those within can launch attacks against them! The protection duration lasts for a random amount of time, based on the type of protection scroll used. If the barrier is forced upon the creature such as they cannot retreat from its advance, the protection is considered voluntarily broken and disappears. It specifically states that there is NO WAY in which this can be used as an offensive weapon. Protection scrolls are meant to be used defensively ONLY. Certain protection scrolls only work upon a certain number of hit dice of the creature type - those hit dice in excess are not stopped by the protection sphere.

A special note at the end of the scrolls section states that "all protection scrolls are cumulative in effect but not in duration." I suppose if one is lucky enough to have a scroll of protection from demons and a scroll of protection from magic, that they both will function at the same time, but will vary in their duration as is specific to each scroll.

One thing that needs to be noted here is that protection scrolls were never defined as a one use item. They should be, of course, but it was never specified anywhere in the rules regarding scrolls. The only scrolls that are specifically called out as one-use items are spell scrolls. A minor point, but most "rules lawyers" would argue against such a scroll disappearing, while a DM should enforce that any scroll read results in the disappearance of the magical glyphs written on its surface, regardless of it being a spell scroll or a protection scroll. Again, a DM is within his rights to place or create a protection scroll that can be used once per day, per week, per month, etc., but such an item should be rare and well-guarded, perhaps the object of a geas or quest.

Scroll of Protection from Magic

This scroll is something of an oddity in the lists. After 8 segments of reading, it invokes an anti-magic shell in a 5' radius from the reader and prevents any form of magic from passing into AND out of its confines, but non-magical things are not affected by it. The globe moves with the invoker as normal. However, any magic item which touches the globe must be saved for with a 50% likelihood of the object being drained of all magic powers (so a save of 11+ is required)! This is a most potent scroll indeed, to combine the power of an anti-magic shell with a rod of cancellation! This globe lasts for 5-30 rounds, so multiple items could be affected before the effect wears off. However, as is stated in the DMG, once an item fails its saving throw and is drained, the globe is cancelled. If a wizard sends his minions at a party of characters and one of them is wielding a short sword +1, that sword needs to make a saving throw once it encounters the anti-magic barrier. If it fails, that sword is rendered non-magical and the globe disappears! If not, the sword remains magical and the next magic item that crosses the sphere must be checked. Meanwhile, if the globe is maintained, the wizard cannot affect the reader or anyone else in the sphere, and those within the globe cannot cast any spells with external targets. At best this is a defensive/fleeing item, although I assume that the magic-draining powers would not affect artifacts or relics, the magical powers of the gods, or unique items (DM's choice, of course).

Since the power of the scroll mentions magic items and "any form of magic," I wonder how this affects the abilities of certain creatures? For example, the petrifying gaze of a medusa, the death gaze of a catoblepas, or the eye-rays of a beholder... Is the sphere itself magical? Will two protection from magic scroll barriers cancel each other out if they make contact? Will the sphere prevent teleportation magic from working? These are the things that need to be addressed before a DM can run this scroll properly. Given the above examples, one has to take into account that there are other protection scrolls with specific effects. For example, there is a scroll of protection from petrification. Thus, I believe that the gaze of creatures used to turn others to stone may be considered to be non-magical in the sense that it is not a magical item effect or spell per se. Otherwise, why have such a specific scroll? It even states in the description of this scroll, that "all within its confines are absolutely immune to any attack forms, magical or otherwise, which cause flesh to turn to stone." This sentence seems to imply that the spell flesh to stone is a magical effect, and creature abilities to petrify are not. One can argue that turning someone to stone with a glance is magical (and I would concur), but in the rules it seems less black and white and more gray. The death-gaze of the catoblepas could likewise be considered a non-magical attack (and that of a bodak as well), if the DM desires to make it so. The rays of a beholder may be considered magical effects - I know that I would assume that they are. However, it says nothing about the anti-magic eye affecting its own rays - the description of the creature only lists the number of eye stalks that can attack given a facing of the creatures attacking it. So this one is up to you to decide. In fact, would the anti-magic eye of the beholder cause the scroll of protection from magic to fail, since the globe is, in effect, magical in nature? For this we have to go to the 6th level magic-user spell anti-magic shell. This spell specifically states that it blocks "all magic and magic spell effects" such as breath weapons, gaze weapons, and voice weapons. It prevents the entrance of spells or of their effects and prevents the function of any magical items or spells within its confines. So right there the scroll functions a bit differently from the spell. The scroll does not state that it prohibits spells being cast WITHIN its radius on willing targets (such as healing, drinking a potion, or casting protective spells). The spell goes on  to prohibit the entrance of charmed, summoned, or conjured creatures. The spell does not drain magic items, only causes them to become nonmagical for as long as they remain inside the shell. So it appears that breath weapons, gaze attacks, and charming effects due to song (from a harpy, for example) might have no effect on those within a scroll of protection from magic. Interesting, but not at all definitive as the spell and scroll effects do still vary from each other. As a DM I would err on the side of the players and state that ALL magical effects, specifically stated or assumed to be magical, are stopped by the globe. Thus, if we take the anti-magic shell spell to be the basis of the protection, then medusa gaze attacks, catoblepas gazes, and beholder eye rays have no effect on those protected. Since the anti-magic ray is itself magical, I would assume that it would not penetrate the sphere either. I suppose that the protection scroll needed differentiation from a spell scroll with anti-magic shell, thus the ability of a rod of cancellation was attached to it (at the expense of losing the magic protection). This is a great magic item to have when facing off against a demon lord with a potent magic weapon (which apparently has the same 50% chance of being drained as a +1 dagger, go figure), but fails if the item is drained of its magic (there's that "tit for tat" mentality of Gygaxian magic at work). Magic always comes at a price, as they say...

Scroll of Protection from Petrification

So if a scroll of protection from magic stops gaze attacks, what good is a scroll of protection from petrification? This scroll only protects its reader and those in a 10' circle from being turned to stone. Other than a gorgon's stoning breath, all the other petrification monsters are either touch (cockatrice) or gaze attacks. Of course, there is the flesh to stone spell, I suppose, but aren't these all really magical attacks? I guess one can get very particular...

Scroll of Protection from Possession

The last of the non-monster protecting scrolls, this one has a somewhat limited use, depending on the types of creatures one is expecting to encounter. Possession is not one of those abilities commonly used in AD&D, at least not until one is of a level high enough to encounter demons, devils, and other nasty extraplanar creatures or psionic entities that enthrall the mind. The only spell I can think of that qualifies against this protection is magic jar - a spell which I myself have never really found useful or seen used in actual play. Again, the usefulness of this scroll depends on the types of creatures one would be encountering. As a random treasure it really has limited usefulness. Other than magic jar, it prevents magical or psionic control of one's character by an outside force, or possession by a demon, devil, night hag, or other extraplanar nasty. It can be used on dead bodies as well if they are within the circle. The protection is a mere 10 to 60 rounds for an ordinary scroll, but apparently 10% of these have a duration of 10 to 60 turns (but the protection is stationary in such a case). Such a scroll would be a boon for a magic-user about to summon a demon or devil to gain information. I wonder if the scroll would protect against going insane when casting a contact other plane spell? I always assumed that the insanity caused by that casting was from mentally engaging with extraplanar creatures who enjoy toying with the minds of mortals, and possibly enthrall them in a state of lunacy for daring to contact them. As DM, you may wish to allow this, but consider the ramifications of removing a possible side effect from an otherwise risky yet potent spell.

Unearthed Arcana Scrolls

Unearthed Arcana added several new protection scrolls to the mix (since spell scrolls can contain any spells including new spells). These new protection scrolls are more specific in what they protect against, and could be lumped together as over-explanation on Gygax's part. However, the list includes such goodies as scroll of protection from poison and scroll of protection from paralyzation which rarely had any counter in original AD&D. Some of the others, like scroll of protection from dragon breath or scroll of protection from illusions should really be lumped into the more generic protection from magic scroll, in my opinion.

Some of these protection scrolls are so laughably specific, such as the protection from non-magic blunt weapons scroll. I mean, come on, do we really need a scroll that protects against non-magical weapons of a specific type? What if a weapon has two different types, like a morningstar (blunt/piercing) or certain pole-arms (slashing/piercing)? No mention of what to do in that circumstance is listed.

The protection types added included acid, dragon breath, non-dragon breath, cold, electricity, fire, gas, illusions, paralyzation, plants, poison, traps (mechanical and/or magical), water, magical weapon types, or non-magical weapon types. These all had exceptions and additional powers that differentiated them from existing spells of the time. For instance, the protection from poison scroll also permanently neutralized any poison in the reader's system, but had no radius and affected the reader only. The reading time was fast (3 segments), but if the poison affecting your character was of the save or die variety, then when are you going to be able to read the scroll? I suppose it's useful when you have to enter a pit of asps to save a friend, but the duration only lasts 3-12 rounds, so you better have a quick exit strategy! Again, the elemental types of damage I assume would be countered by a protection from elementals scroll, as defined in a loose interpretation - if one is immune to fire elementals, after all, one cannot be burned! Again, your mileage may vary.

In summation, spell scrolls are great for spellcasters of all types, but mostly for magic-users and clerics. I can count on one hand the number of illusionist scrolls I've found in the last 40 years, and I can honestly say that, other than the one scroll of faerie fire I rolled for an NPC druid follower, I cannot recall ever seeing a druid spell scroll in all my years of gaming. Scrolls are not only a good source of new spells for magic-users, but allow greater spell selection to lower level or max-level demi-human casters. If one uses the spellcaster rules by-the-book, a magic-user has a very limited repertoire of spells below 5th level casting ability, and scrolls allow such a caster a better range of spell selection without having to agonize over which of his or her limited spells will be useful in the coming adventure. However, a DM must keep track of how many scrolls a magic-user has hoarded and how they are being kept/stored/carried. Scrolls with multiple spells are more efficient to carry than individual spells on several scrolls. I personally discount the weight of each scroll, since each scroll is supposed to fit inside a scroll case. A scroll case is thus the measure of encumbrance. A single scroll with multiple spells thus weighs as much as a single scroll with one spell. A scroll case made of bone or ivory has 50 gp encumbrance; one of leather has 25 gp encumbrance. A metal tube should be double the ivory case, at say 100 gp encumbrance, while a wooden tube would be the equivalent of a wooden wand case at 80 gp encumbrance. Again, one scroll per case is the norm here, with the scroll being a medium attached to two rods as depicted in the image above. I know that most modern visions of a scroll is simply a rolled up piece of yellowed parchment, but the actual scrolls of AD&D are a bit more involved than that (especially for the cost of creating one).

Manufacture of Scrolls

Scrolls are some of the most commonly crafted magic items by player characters. Along with potions, they are the most accessible to those players in the mid-level range of play. They sometimes have great cost associated with them, and this precludes those of lower level from even affording to buy one, no less make one. Gygax further stipulated that a spellcaster must be 7th level before being able to write spell scrolls, thus a spellcaster must have a certain command of magic and how it works before being able to commit spells to parchment. Again, clerics, druids, magic-users, and illusionists are the only classes able to inscribe scrolls. Protection scrolls may only be made by clerics or magic-users (thus leaving out the poor druids and illusionists). I assume that druids could create scrolls of protection from plants and illusionists could create scrolls of protection from illusions (both found in Unearthed Arcana).

Clerics may create protection scrolls against devils, possession, or undead. Magic-users may create protection scrolls against demons, elementals, lycanthropes, magic, or petrification. Cursed scrolls can be made by any sort of spell caster.

Obviously, if a spell caster is writing a spell scroll, the spell he or she inscribes must be one that he or she could cast. Although the write spell allows a magic-user to inscribe a higher-level spell than they could cast, it does not give knowledge of how to cast the spell or the ability to create a scroll with that spell. The write spell allows nothing more than to "photocopy" a spell from one medium to another - if you can't read Sanskrit, then photocopying a text in Sanskrit won't allow you to read it or decipher it until you are able to learn Sanskrit (i.e., gain a level in its mastery).

In order to inscribe a spell, you need a pure and unblemished roll of papyrus, parchment or vellum (this is the most desirable). Any mistake dooms the effort to failure. A fresh, virgin quill of some exotic, magical creature must be used for each spell transcribed - such a feather could come from a harpy, hippogriff, griffon, pegasus, roc, sphinx, cockatrice, erinyes, type I demon, lammasu, shedu, or other divine or magical creature the DM wishes to include. The type of magic involved should dictate the quill to be used in most cases. (Gygax was a sucker for sympathetic magic.) The DMG has prices for the various substrates on which scrolls are written (the quality of which also affects chance of failure). The quills must be located by the spell inscriber, not purchased. More than likely, an adventure would be mounted to gather the feathers required.

This leads us to the ink. No common ink will do for writing spell scrolls or protection scrolls. No, the formulae must be esoteric in order to get the lazy magic-users and clerics into dungeons and remote wilderness locations! Sorry, paraphrasing... The base medium for the ink would be quality sepia from a giant squid or ink from a giant octopus. To this are added various components specific to holding the magic of the spell. Again, sympathetic magic is the way to go here. Think various blood and powdered gem components as well as herb extracts and other liquids or spices. Both the recipe and concoction methods for each ink type are specific for each type of spell. Some of the components should be common but some should be hard to acquire and demand that the magic-user adventure in order to obtain these ingredients. How else would one justify allowing a magic-user to inscribe spells so freely. Magic must have a cost after all, and in this case it's the cost of adventuring! Once the formula is devised, the character must learn it somehow - either by spending money consulting sages and researching in moldy old tomes, or perhaps inside stolen spell books or found as treasure in ancient libraries. However the recipe is learned, once the ingredients are assembled, it's time to write the scroll!

Transcription of the spell onto the scroll can be from one's spell book or performed upon an altar of some sort. Special candles and incense must set the mood and be maintained during the writing process. Clerics must have prayed to their deity and made special sacrifice prior to beginning, while magic-users must have drawn magic diagrams and remained rested and uninterrupted. Preparation requires one full day for each level of the spell being scribed on the scroll. Thus, if a scroll of seven 3rd level spells is to be made, 21 days of preparation are required! Time so spent must be continuous with interruptions only for food, rest, sleep, and the like. If the inscriber leaves the scroll to do anything else, the magic is broken and the whole effort is wasted. This is why magic-users HATE being disturbed by 1st level nothings looking to have magic items identified or detect magic spells being cast....

There is a base 20% chance of failure for each spell being written on the scroll, +1%/level of the spell being written. Therefore, there will be a 21% to 29% base chance of failure. From this is subtracted the caster level of the person writing the scroll (experience here is key, after all). Thus, if a 7th level caster is inscribing a 2nd level spell, the chance of failure is 20% + 2% - 7% = 15%. Once the full time is spent writing the spell, the dice are thrown. If more than one spell is being written, a failure of one means no further spells may be attempted upon the scroll. No more than 7 spells may ever be inscribed on a single scroll. Curiously, the method of copying a spell from a scroll into one's spell book follows this exact procedure AND causes the spell to disappear from the scroll as well (this is not the case when transcribing a spell from a spell book to create a scroll).

At the end of this section in the DMG (page 118) it specifically states that "the scriber of the spell does not need a read magic spell to use his or her own scroll spells, just as clerics and druids never need the aid of magic to read appropriate scroll spells" (again, so long as they are written in Common or a language they can understand).

The greatest advantage of using scrolls is that they require no material components. Thus, a spell that would normally require an expensive object or a live creature to cast (i.e. identify or spider climb) can eliminate the components (since they are probably already a part of the ink components). Use of a scroll would still require both hands free to hold the scroll open, and the spell caster to be able to speak (which is why silence is a very powerful spell). I believe that, other than the components being removed, it is exactly like spell casting. Any disruption of the reading also spoils the spell. This is how I've run this for many years - casting a spell from oneself or from a scroll is still casting a spell. The benefit of scrolls comes from increased spell capacity and convenience; it should not drastically alter the fact that it is still a spell being released in one form or another. The DMG is very clear on spellcasting in melee; it's not a good idea! Any hit with a weapon, fist, kick, etc. will disrupt a spell, as will taking damage prior to completing a spell (be it from missile, magic item, creature ability, or spell). I see casting spells from a scroll as no different. Failure to complete a spell from a scroll only results in the destruction of that spell - any other spells on the scroll are unaffected, unless the scroll itself is attacked and fails a saving throw in some way (i.e. engulfed in dragon breath, area of effect spell, disintegration, etc.). A scroll is merely an external extension of spell storage. Nasty DMs could say that a lower level caster casting a higher level spell from a scroll when interrupted automatically causes a roll as if the spell failure chance was rolled, thus increasing the chance of a mishap occurring!


D&D Premises: Heroes vs. Villagers

 I find that most D&D players are firmly entrenched in two different camps when it comes to adventurers: you either believe that adventu...