Scrolls
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell. The price of a scroll is equal to half the base MP cost of the spell (Rounded up.) × the MP spent on the spell (Which also doubles as the spell's caster level) x 25 gil. A 0 base cost spell is half the value of a 1 base cost spell for determining price. Some spells have different base costs for different casters, in such a case the cost is calculated at the lowest possible version. (For example, a black mage creating a verruin scroll treats it as a base cost 1 spell for the purposes of scribing a scroll, even though he must spend 2 MP to cast it.)
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols sometimes hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level). Deciphering a scroll is a full-round action.
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must have the spell on her class list and have the requisite ability score. (Unlike regular pathfinder, the arcane casters can use divine scrolls and divine casters can use arcane scrolls provided they are of the same spell list.)
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If the spell is on her list and she has the required ability score, but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell’s casting time, in the case of spells that have a different casting time) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell cast the normal way. A scroll's caster level is always equal to the MP spent on the scroll.
The writing for an activated spell disappears from the scroll as the spell is cast.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
- A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
- Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
- Spell takes effect at some random location within spell range.
- Spell’s effect on the target is contrary to the spell’s normal effect.
- The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
- Some innocuous item or items appear in the spell’s area.
- Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
The following table gives sample prices for scrolls created by spending MP equal to the spell's base cost.
| Base MP Cost | Gil Cost |
| 0 | 12.5 gil |
| 1 | 25 gil |
| 2 | 50 gil |
| 3 | 150 gil |
| 4 | 200 gil |
| 5 | 375 gil |
| 6 | 450 gil |
| 7 | 700 gil |
| 8 | 800 gil |
| 9 | 1,125 gil |
| 10 | 1,250 gil |
| 11 | 1,650 gil |
| 12 | 1,800 gil |
| 13 | 2,275 gil |
| 14 | 2,450 gil |
| 15 | 3,000 gil |
| 16 | 3,200 gil |
| 17 | 3,825 gil |
| 18 | 4,050 gil |
| 19 | 4,750 gil |
| 20 | 5,000 gil |
Wands
A wand is a thin baton that contains a single spell. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to half the base MP cost of the spell (Rounded up) × the MP spent on the spell (Which also doubles as the spell's caster level) x 750 gil. A 0 base cost spell is half the value of a 1 base cost spell for determining price. Some spells have different base costs for different casters, in such a case the cost is calculated at the lowest possible version.
Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
The following table gives sample prices for wands created by spending MP equal to the spell's base cost.
| Base MP Cost | Market Price |
| 0 | 375 gil |
| 1 | 750 gil |
| 2 | 1500 gil |
| 3 | 4,500 gil |
| 4 | 6,000 gil |
| 5 | 11,250 gil |
| 6 | 13,500 gil |
| 7 | 21,000 gil |
| 8 | 24,000 gil |
| 9 | 33,750 gil |
| 10 | 37,500 gil |
| 11 | 49,500 gil |
| 12 | 54,000 gil |
| 13 | 68,250 gil |
| 14 | 73,500 gil |
| 15 | 90,000 gil |
| 16 | 96,000 gil |
| 17 | 114,750 gil |
| 18 | 121,500 gil |
| 19 | 142,500 gil |
| 20 | 150,000 gil |
Potions
A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell that has a base MP cost of 6 or low that has a casting time of less than 1 minute and targets one or more creatures or objects.
The price of a potion is equal to half the base MP cost of the spell (Rounded up) × the MP spent on the spell (Which also doubles as the spell's caster level) × 50 gp. A 0 base cost spell is half the value of a 1 base cost spell for determining price. Some spells have different base costs for different casters, in such a case the cost is calculated at the lowest possible version.
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect). Unlike scrolls or wands, a potion cannot have more than 6MP spent to create it.
The person applying an oil is the effective caster, but the object is the target.
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion (although this DC might be higher for rare or unusual potions).
Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.
Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.
A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils. Any corporeal creature can imbibe a potion or use an oil.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.
When creating or attempting to purchase a specific potion or oil, it is important to keep in mind the information below.
In order to be made into a potion or oil, a spell must meet all of the following criteria.
- It must be a base MP cost of 6 or lower.
- It must have a casting time of less than 1 minute.
- It must target one or more creatures or objects.
- It must not have a range of personal.
The following table gives sample prices for potions created by spending MP equal to the spell's base cost.
| Base MP Cost | Market Value |
| 0 | 25 gil |
| 1 | 50 gil |
| 2 | 100 gil |
| 3 | 300 gil |
| 4 | 400 gil |
| 5 | 750 gil |
| 6 | 900 gil |





