Magic Items IVa Scrolls

Morrus

Well, that was fun
Staff member
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MAGIC ITEMS IV (SCROLLS, STAFFS, & WANDS)


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.
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 extra 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 often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so 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 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 he or 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 meet the following requirements.
The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
The user must have the spell on his or her class list.
The user must have the requisite ability score.
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 she meets all three requirements 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 mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
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.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves
in scribing scrolls).
Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.


Table: Scroll Types
d% roll
Type
01–70
Arcane
71–100
Divine

Table: Number of Spells on a Scroll
Scroll Type
Number of Spells
Minor scroll
1d3 spells
Medium scroll
1d4 spells
Major scroll
1d6 spells

Table: Scroll Spell Levels
Minor
Medium
Major
Spell Level
Spell’s Caster Level1
01–05


0
1st
06–50


1st
1st
51–95
01–05

2nd
3rd
96–100
06–65

3rd
5th

66–95
01–05
4th
7th

96–100
06–50
5th
9th


51–70
6th
11th


71–85
7th
13th


86–95
8th
15th


95–100
9th
17th
1 These numbers assume that the creator is a cleric, druid, or wizard.

Table: Arcane Spell Scrolls
0-Level Arcane Spells
d%
Spell
Market Price
01–04
acid splash
12 gp 5 sp
05–08
arcane mark
12 gp 5 sp
09–13
dancing lights
12 gp 5 sp
14–17
daze
12 gp 5 sp
18–24
detect magic
12 gp 5 sp
25–28
detect poison
12 gp 5 sp
29–32
disrupt undead
12 gp 5 sp
33–37
flare
12 gp 5 sp
38–42
ghost sound
12 gp 5 sp
43–44
know direction
12 gp 5 sp
45–50
light
12 gp 5 sp
51–52
lullaby
12 gp 5 sp
53–57
mage hand
12 gp 5 sp
58–62
mending
12 gp 5 sp
63–67
message
12 gp 5 sp
68–72
open/close
12 gp 5 sp
73–77
prestidigitation
12 gp 5 sp
78–81
ray of frost
12 gp 5 sp
82–87
read magic
12 gp 5 sp
88–94
resistance
12 gp 5 sp
95–96
summon instrument
12 gp 5 sp
97–100
touch of fatigue
12 gp 5 sp
1st-Level Arcane Spells
d%
Spell
Market Price
01–03
alarm
25 gp
04–05
animate rope
25 gp
06–07
burning hands
25 gp
08–09
cause fear
25 gp
10–12
charm person
25 gp
13–14
chill touch
25 gp
15–16
color spray
25 gp
17–19
comprehend languages
25 gp
20
confusion, lesser
50 gp
21
cure light wounds
50 gp
22–24
detect secret doors
25 gp
25–26
detect undead
25 gp
27–29
disguise self
25 gp
30–32
endure elements
25 gp
33–35
enlarge person
25 gp
36–37
erase
25 gp
38–40
expeditious retreat
25 gp
41
feather fall
25 gp
42–43
grease
25 gp
44–45
hold portal
25 gp
46–47
hypnotism
25 gp
48–49
identify
125 gp
50–51
jump
25 gp
52–54
mage armor
25 gp
55–56
magic missile
25 gp
57–59
magic weapon
25 gp
60–62
mount
25 gp
63–64
magic aura
25 gp
65–66
obscuring mist
25 gp
67–74
protection from chaos/evil/good/law
25 gp
75–76
ray of enfeeblement
25 gp
77–78
reduce person
25 gp
79–80
remove fear
50 gp
81–82
shield
25 gp
83–84
shocking grasp
25 gp
85–86
silent image
25 gp
87–88
sleep
25 gp
89–90
summon monster I
25 gp
91–93
floating disk
25 gp
94–95
true strike
25 gp
96
undetectable alignment
50 gp
97–98
unseen servant
25 gp
99–100
ventriloquism
25 gp
2nd-Level Arcane Spells
d%
Spell
Market Price
01
animal messenger
200 gp
02
animal trance
200 gp
03
arcane lock
175 gp
04–06
bear’s endurance
150 gp
07–08
blindness/deafness
150 gp
09–10
blur
150 gp
11–13
bull’s strength
150 gp
14
calm emotions
200 gp
15–17
cat’s grace
150 gp
18–19
command undead
150 gp
20
continual flame
200 gp
21
cure moderate wounds
200 gp
22
darkness
150 gp
23–25
darkvision
150 gp
26
daze monster
150 gp
27
delay poison
200 gp
28–29
detect thoughts
150 gp
30–31
disguise self
150 gp
32–34
eagle’s splendor
150 gp
35
enthrall
200 gp
36–37
false life
150 gp
38–39
flaming sphere
150 gp
40
fog cloud
150 gp
41–43
fox’s cunning
150 gp
44
ghoul touch
150 gp
45–46
glitterdust
150 gp
47
gust of wind
150 gp
48–49
hypnotic pattern
150 gp
50–52
invisibility
150 gp
53–55
knock
150 gp
56
phantom trap
200 gp
57–58
levitate
150 gp
59
locate object
150 gp
60
magic mouth
160 gp
61–62
acid arrow
150 gp
63
minor image
150 gp
64–65
mirror image
150 gp
66
misdirection
150 gp
67
obscure object
150 gp
68–70
owl’s wisdom
150 gp
71–73
protection from arrows
150 gp
74–75
pyrotechnics
150 gp
76–78
resist energy
150 gp
79
rope trick
150 gp
80
scare
150 gp
81–82
scorching ray
150 gp
83–85
see invisibility
150 gp
86
shatter
150 gp
87
silence
200 gp
88
sound burst
200 gp
89
spectral hand
150 gp
90–91
spider climb
150 gp
92–93
summon monster II
150 gp
94–95
summon swarm
150 gp
96
hideous laughter
150 gp
97
touch of idiocy
150 gp
98–99
web
150 gp
100
whispering wind
150 gp
3rd-Level Arcane Spells
d%
Spell
Market Price
01–02
arcane sight
375 gp
03–04
blink
375 gp
05–06
clairaudience/clairvoyance
375 gp
07
cure serious wounds
525 gp
08–10
daylight
525 gp
11–12
deep slumber
375 gp
13–15
dispel magic
375 gp
16–17
displacement
375 gp
18
explosive runes
375 gp
19–20
fireball
375 gp
21–22
flame arrow
375 gp
23–25
fly
375 gp
26–27
gaseous form
375 gp
28–29
gentle repose
375 gp
30
glibness
525 gp
31
good hope
525 gp
32–33
halt undead
375 gp
34–36
haste
375 gp
37–38
heroism
375 gp
39–40
hold person
375 gp
41
illusory script
425 gp
42–44
invisibility sphere
375 gp
45–47
keen edge
375 gp
48–49
tiny hut
375 gp
50–51
lightning bolt
375 gp
52–59
magic circle against chaos/evil/good/law
375 gp
60–62
magic weapon, greater
375 gp
63–64
major image
375 gp
65–66
nondetection
425 gp
67–68
phantom steed
375 gp
69–71
protection from energy
375 gp
72–73
rage
375 gp
74–75
ray of exhaustion
375 gp
76
sculpt sound
525 gp
77
secret page
375 gp
78
sepia snake sigil
875 gp
79
shrink item
375 gp
80–81
sleet storm
375 gp
82–83
slow
375 gp
84
speak with animals
525 gp
85–86
stinking cloud
375 gp
87–88
suggestion
375 gp
89–90
summon monster III
375 gp
91–93
tongues
375 gp
94–95
vampiric touch
375 gp
96–98
water breathing
375 gp
99–100
wind wall
375 gp
4th-Level Arcane Spells
d%
Spell
Market Price
01–02
animate dead
1,050 gp
03–05
arcane eye
700 gp
06–07
bestow curse
700 gp
08–10
charm monster
700 gp
11–13
confusion
700 gp
14–15
contagion
700 gp
16–17
crushing despair
700 gp
18
cure critical wounds
1,000 gp
19
detect scrying
700 gp
20–23
dimension door
700 gp
24–26
dimensional anchor
700 gp
27–28
enervation
700 gp
29–30
enlarge person, mass
700 gp
31–32
black tentacles
700 gp
33–34
fear
700 gp
35–37
fire shield
700 gp
38–39
fire trap
725 gp
40–42
freedom of movement
1,000 gp
43
geas, lesser
700 gp
44–46
globe of invulnerability, lesser
700 gp
47–48
hallucinatory terrain
700 gp
49–50
ice storm
700 gp
51–52
illusory wall
700 gp
53–55
invisibility, greater
700 gp
56–57
secure shelter
700 gp
58
locate creature
700 gp
59–60
minor creation
700 gp
61
modify memory
1,000 gp
62
neutralize poison
1,000 gp
63–64
resilient sphere
700 gp
65–66
phantasmal killer
700 gp
67–68
polymorph
700 gp
69–70
rainbow pattern
700 gp
71
mnemonic enhancer
700 gp
72–73
reduce person, mass
700 gp
74–76
remove curse
700 gp
77
repel vermin
1,000 gp
78–79
scrying
700 gp
80–81
shadow conjuration
700 gp
82–83
shout
700 gp
84–85
solid fog
700 gp
86
speak with plants
1,000 gp
87–88
stone shape
700 gp
89–91
stoneskin
950 gp
92–93
summon monster IV
700 gp
94–96
wall of fire
700 gp
97–99
wall of ice
700 gp
100
zone of silence
1,000 gp
5th-Level Arcane Spells
d%
Spell
Market Price
01–02
animal growth
1,125 gp
03–05
baleful polymorph
1,125 gp
06–07
interposing hand
1,125 gp
08–09
blight
1,125 gp
10–12
break enchantment
1,125 gp
13–14
cloudkill
1,125 gp
15–17
cone of cold
1,125 gp
18–19
contact other plane
1,125 gp
20
cure light wounds, mass
1,625 gp
21–23
dismissal
1,125 gp
24–26
dispel magic, greater
1,625 gp
27–28
dominate person
1,125 gp
29
dream
1,125 gp
30–31
fabricate
1,125 gp
32–33
false vision
1,375 gp
34–35
feeblemind
1,125 gp
36–39
hold monster
1,125 gp
40
secret chest
1,125 gp
41
magic jar
1,125 gp
42–43
major creation
1,125 gp
44–45
mind fog
1,125 gp
46–47
mirage arcana
1,125 gp
48–49
mage’s faithful hound
1,125 gp
50–51
mage’s private sanctum
1,125 gp
52–53
nightmare
1,125 gp
54–57
overland flight
1,125 gp
58–60
passwall
1,125 gp
61
permanency
10,125 gp1
62–63
persistent image
1,125 gp
64–65
planar binding, lesser
1,125 gp
66–67
prying eyes
1,125 gp
68–69
telepathic bond
1,125 gp
70–71
seeming
1,125 gp
72–74
sending
1,125 gp
75–76
shadow evocation
1,125 gp
77
song of discord
1,625 gp
78–79
summon monster V
1,125 gp
80
symbol of pain
2,125 gp
81
symbol of sleep
2,125 gp
82–83
telekinesis
1,125 gp
84–88
teleport
1,125 gp
89–90
transmute mud to rock
1,125 gp
91–92
transmute rock to mud
1,125 gp
93–95
wall of force
1,125 gp
96–98
wall of stone
1,125 gp
99–100
waves of fatigue
1,125 gp
1 Includes experience point cost up to 2,000 XP.
6th-Level Arcane Spells
d%
Spell
Market Price
01–02
acid fog
1,650 gp
03–05
analyze dweomer
1,650 gp
06
animate objects
2,400 gp
07–09
antimagic field
1,650 gp
10–12
bear’s endurance, mass
1,650 gp
13–14
forceful hand
1,650 gp
15–17
bull’s strength, mass
1,650 gp
18–20
cat’s grace, mass
1,650 gp
21–23
chain lightning
1,650 gp
24–25
circle of death
2,150 gp
26
contingency
1,650 gp
27–28
control water
1,650 gp
29
create undead
2,350 gp
30
cure moderate wounds, mass
2,400 gp
31–33
disintegrate
1,650 gp
34–37
dispel magic, greater
1,650 gp
38–40
eagle’s splendor, mass
1,650 gp
41–42
eyebite
1,650 gp
43
find the path
2,400 gp
44–45
flesh to stone
1,650 gp
46–48
fox’s cunning, mass
1,650 gp
49
geas/quest
1,650 gp
50–52
globe of invulnerability
1,650 gp
53
guards and wards
1,650 gp
54
heroes’ feast
2,400 gp
55–56
heroism, greater
1,650 gp
57
legend lore
1,900 gp
58–59
mislead
1,650 gp
60
mage’s lucubration
1,650 gp
61–62
move earth
1,650 gp
63–64
freezing sphere
1,650 gp
65–67
owl’s wisdom, mass
1,650 gp
68–69
permanent image
1,650 gp
70–71
planar binding
1,650 gp
72–73
programmed image
1,675 gp
74–75
repulsion
1,650 gp
76–78
shadow walk
1,650 gp
79–81
stone to flesh
1,650 gp
82–83
suggestion, mass
1,650 gp
84–85
summon monster VI
1,650 gp
86
symbol of fear
2,650 gp
87
symbol of persuasion
6,650 gp
88
sympathetic vibration
2,400 gp
89–90
transformation
1,950 gp
91–93
true seeing
1,900 gp
94–95
undeath to death
2,150 gp
96–97
veil
1,650 gp
98–100
wall of iron
1,700 gp
7th-Level Arcane Spells
d%
Spell
Market Price
01–03
arcane sight, greater
2,275 gp
04–07
banishment
2,275 gp
08–10
grasping hand
2,275 gp
11–13
control undead
2,275 gp
14–16
control weather
2,275 gp
17–19
delayed blast fireball
2,275 gp
20–21
instant summons
3,275 gp
22–25
ethereal jaunt
2,275 gp
26–28
finger of death
2,275 gp
29–31
forcecage
23775 gp
32–35
hold person, mass
2,275 gp
36–38
insanity
2,275 gp
39–42
invisibility, mass
2,275 gp
43
limited wish
3,775 gp1
44–45
mage’s magnificent mansion
2,275 gp
46–48
mage’s sword
2,275 gp
49–51
phase door
2,275 gp
52–54
plane shift
2,275 gp
55–57
power word blind
2,275 gp
58–61
prismatic spray
2,275 gp
62–64
project image
2,280 gp
65–67
reverse gravity
2,275 gp
68–70
scrying, greater
2,275 gp
71–73
sequester
2,275 gp
74–76
shadow conjuration, greater
2,275 gp
77
simulacrum
7,275 gp2
78–80
spell turning
2,275 gp
81–82
statue
2,275 gp
83–85
summon monster VII
2,275 gp
86
symbol of stunning
7,275 gp
87
symbol of weakness
7,275 gp
88–90
teleport object
2,275 gp
91–95
teleport, greater
2,275 gp
96–97
vision
2,775 gp
98–100
waves of exhaustion
2,275 gp
1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.
8th-Level Arcane Spells
d%
Spell
Market Price
01–02
antipathy
3,000 gp
03–05
clenched fist
3,000 gp
06–08
binding
8,500 gp1
09–12
charm monster, mass
3,000 gp
13
clone
4,000 gp
14–16
create greater undead
3,000 gp
17–19
demand
3,600 gp
20–22
dimensional lock
3,000 gp
23–26
discern location
3,000 gp
27–29
horrid wilting
3,000 gp
30–32
incendiary cloud
3,000 gp
33–35
iron body
3,000 gp
36–38
maze
3,000 gp
39–41
mind blank
3,000 gp
42–44
moment of prescience
3,000 gp
45–48
telekinetic sphere
3,000 gp
49–51
irresistible dance
3,000 gp
52–54
planar binding, greater
3,000 gp
55–57
polar ray
3,000 gp
58–60
polymorph any object
3,000 gp
61–63
power word stun
3,000 gp
64–66
prismatic wall
3,000 gp
67–70
protection from spells
3,500 gp
71–73
prying eyes, greater
3,000 gp
74–76
scintillating pattern
3,000 gp
77–78
screen
3,000 gp
79–81
shadow evocation, greater
3,000 gp
82–84
shout, greater
3,000 gp
85–87
summon monster VIII
3,000 gp
88–90
sunburst
3,000 gp
91
symbol of death
8,000 gp
92
symbol of insanity
8,000 gp
93–94
sympathy
4,500 gp
95–98
temporal stasis
3,500 gp
99–100
trap the soul
13,000 gp1
1 Assumes a creature of 10 HD or less.
9th-Level Arcane Spells
d%
Spell
Market Price
01–03
astral projection
4,870 gp
04–07
crushing hand
3,825 gp
08–12
dominate monster
3,825 gp
13–16
energy drain
3,825 gp
17–21
etherealness
3,825 gp
22–25
foresight
3,825 gp
26–31
freedom
3,825 gp
32–36
gate
8,825 gp
37–40
hold monster, mass
3,825 gp
41–44
imprisonment
3,825 gp
45–49
meteor swarm
3,825 gp
50–53
mage’s disjunction
3,825 gp
54–58
power word kill
3,825 gp
59–62
prismatic sphere
3,825 gp
63–66
refuge
3,825 gp
67–70
shades
3,825 gp
71–76
shapechange
3,825 gp
77–79
soul bind
3,825 gp
80–83
summon monster IX
3,825 gp
84–86
teleportation circle
4,825 gp
87–91
time stop
3,825 gp
92–95
wail of the banshee
3,825 gp
96–99
weird
3,825 gp
100
wish
28,825 gp1
1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

Table: Divine Spell Scrolls
0-Level Divine Spells
d%
Spell
Market Price
01–07
create water
12 gp 5 sp
08–14
cure minor wounds
12 gp 5 sp
15–22
detect magic
12 gp 5 sp
23–29
detect poison
12 gp 5 sp
30–36
flare
12 gp 5 sp
37–43
guidance
12 gp 5 sp
44–50
inflict minor wounds
12 gp 5 sp
51–57
know direction
12 gp 5 sp
58–65
light
12 gp 5 sp
66–72
mending
12 gp 5 sp
73–79
purify food and drink
12 gp 5 sp
80–86
read magic
12 gp 5 sp
87–93
resistance
12 gp 5 sp
94–100
virtue
12 gp 5 sp
1st-Level Divine Spells
d%
Spell
Market Price
01
alarm
100 gp
02–03
bane
25 gp
04–06
bless
25 gp
07–09
bless water
50 gp
10
bless weapon
100 gp
11–12
calm animals
25 gp
13–14
cause fear
25 gp
15–16
charm animal
25 gp
17–19
command
25 gp
20–21
comprehend languages
25 gp
22–26
cure light wounds
25 gp
27–28
curse water
50 gp
29–30
deathwatch
25 gp
31–32
detect animals or plants
25 gp
33–35
detect chaos/evil/good/law
25 gp
36–37
detect snares and pits
25 gp
38–39
detect undead
25 gp
40–41
divine favor
25 gp
42–43
doom
25 gp
44–48
endure elements
25 gp
49–50
entangle
25 gp
51–52
entropic shield
25 gp
53–54
faerie fire
25 gp
55–56
goodberry
25 gp
57–58
hide from animals
25 gp
59–60
hide from undead
25 gp
61–62
inflict light wounds
25 gp
63–64
jump
25 gp
65–66
longstrider
25 gp
67–68
magic fang
25 gp
69–72
magic stone
25 gp
73–74
magic weapon
25 gp
75–78
obscuring mist
25 gp
79–80
pass without trace
25 gp
81–82
produce flame
25 gp
83–86
protection from chaos/evil/good/law
25 gp
87–88
remove fear
25 gp
89–90
sanctuary
25 gp
91–92
shield of faith
25 gp
93–94
shillelagh
25 gp
95–96
speak with animals
25 gp
97–98
summon monster I
25 gp
99–100
summon nature’s ally I
25 gp
2nd-Level Divine Spells
d%
Spell
Market Price
01
animal messenger
150 gp
02
animal trance
150 gp
03–04
augury
175 gp
05–06
barkskin
150 gp
07–09
bear’s endurance
150 gp
10–12
bull’s strength
150 gp
13–14
calm emotions
150 gp
15–17
cat’s grace
150 gp
18
chill metal
150 gp
19–20
consecrate
200 gp
21–24
cure moderate wounds
150 gp
25–26
darkness
150 gp
27
death knell
150 gp
28–30
delay poison
150 gp
31–32
desecrate
200 gp
33–35
eagle’s splendor
150 gp
36–37
enthrall
150 gp
38–39
find traps
150 gp
40
fire trap
175 gp
41–42
flame blade
150 gp
43–44
flaming sphere
150 gp
45–46
fog cloud
150 gp
47
gentle repose
150 gp
48
gust of wind
150 gp
49
heat metal
150 gp
50–51
hold animal
150 gp
52–54
hold person
150 gp
55–56
inflict moderate wounds
150 gp
57–58
make whole
150 gp
59–61
owl’s wisdom
150 gp
62
reduce animal
150 gp
63–64
remove paralysis
150 gp
65–67
resist energy
150 gp
68–70
restoration, lesser
150 gp
71–72
shatter
150 gp
73–74
shield other
150 gp
75–76
silence
150 gp
77
snare
150 gp
78
soften earth and stone
150 gp
79–80
sound burst
150 gp
81
speak with plants
150 gp
82–83
spider climb
150 gp
84–85
spiritual weapon
150 gp
86
status
150 gp
87–88
summon monster II
150 gp
89–90
summon nature’s ally II
150 gp
91–92
summon swarm
150 gp
93
tree shape
150 gp
94–95
undetectable alignment
150 gp
96–97
warp wood
150 gp
98
wood shape
150 gp
99–100
zone of truth
150 gp
3rd-Level Divine Spells
d%
Spell
Market Price
01–02
animate dead
625 gp
03–04
bestow curse
375 gp
05–06
blindness/deafness
375 gp
07–08
call lightning
375 gp
09–10
contagion
375 gp
11–12
continual flame
425 gp
13–14
create food and water
375 gp
15–18
cure serious wounds
375 gp
19
darkvision
375 gp
20–21
daylight
375 gp
22–23
deeper darkness
375 gp
24–25
diminish plants
375 gp
26–27
dispel magic
375 gp
28–29
dominate animal
375 gp
30–31
glyph of warding
575 gp
32
heal mount
375 gp
33–34
helping hand
375 gp
35–36
inflict serious wounds
375 gp
37–38
invisibility purge
375 gp
39-40
locate object
375 gp
41–46
magic circle against chaos/evil/good/law
375 gp
47–48
magic fang, greater
375 gp
49–50
magic vestment
375 gp
51–52
meld into stone
375 gp
53–55
neutralize poison
375 gp
56–57
obscure object
375 gp
58–59
plant growth
375 gp
60–62
prayer
375 gp
63–64
protection from energy
375 gp
65–66
quench
375 gp
67–69
remove blindness/deafness
375 gp
70–71
remove curse
375 gp
72–73
remove disease
375 gp
74–76
searing light
375 gp
77–78
sleet storm
375 gp
79–80
snare
375 gp
81–83
speak with dead
375 gp
84–85
speak with plants
375 gp
86–87
spike growth
375 gp
88–89
stone shape
375 gp
90–91
summon monster III
375 gp
92–93
summon nature’s ally III
375 gp
94–96
water breathing
375 gp
97–98
water walk
375 gp
99–100
wind wall
375 gp
4th-Level Divine Spells
d%
Spell
Market Price
01–05
air walk
700 gp
06–07
antiplant shell
700 gp
08–09
blight
700 gp
10–11
break enchantment
700 gp
12–13
command plants
700 gp
14–15
control water
700 gp
16–21
cure critical wounds
700 gp
22–26
death ward
700 gp
27–31
dimensional anchor
700 gp
32–34
discern lies
700 gp
35–37
dismissal
700 gp
38–39
divination
725 gp
40–42
divine power
700 gp
43–47
freedom of movement
700 gp
48–49
giant vermin
700 gp
50–51
holy sword
700 gp
52–54
imbue with spell ability
700 gp
55–57
inflict critical wounds
700 gp
58–60
magic weapon, greater
700 gp
61–62
nondetection
750 gp
63–64
planar ally, lesser
1,200 gp
65–67
poison
700 gp
68–69
reincarnate
700 gp
70–71
repel vermin
700 gp
72–76
restoration
800 gp
77–78
rusting grasp
700 gp
79–81
sending
700 gp
82–85
spell immunity
700 gp
86–87
spike stones
700 gp
88–90
summon monster IV
700 gp
91–93
summon nature’s ally IV
700 gp
94–98
tongues
700 gp
99–100
tree stride
700 gp
5th-Level Divine Spells
d%
Spell
Market Price
01–03
animal growth
1,125 gp
04–05
atonement
3,625 gp
06
awaken
2,375 gp
07–09
baleful polymorph
1,125 gp
10–13
break enchantment
1,125 gp
14–16
call lightning storm
1,125 gp
17–20
command, greater
1,125 gp
21
commune
1,625 gp
22
commune with nature
1,125 gp
23–24
control winds
1,125 gp
25–30
cure light wounds, mass
1,125 gp
31–34
dispel chaos/evil/good/law
1,125 gp
35–38
disrupting weapon
1,125 gp
39–41
flame strike
1,125 gp
42–43
hallow
6,125 gp1
44–46
ice storm
1,125 gp
47–49
inflict light wounds, mass
1,125 gp
50–52
insect plague
1,125 gp
53
mark of justice
1,125 gp
54–56
plane shift
1,125 gp
57–58
raise dead
6,125 gp
59–61
righteous might
1,125 gp
62–63
scrying
1,125 gp
64–66
slay living
1,125 gp
67–69
spell resistance
1,125 gp
70–71
stoneskin
1,375 gp
72–74
summon monster V
1,125 gp
75–77
summon nature’s ally V
1,125 gp
78
symbol of pain
2,125 gp
79
symbol of sleep
2,125 gp
80–82
transmute mud to rock
1,125 gp
83–85
transmute rock to mud
1,125 gp
86–89
true seeing
1,375 gp
90–91
unhallow
6,125 gp1
92–94
wall of fire
1,125 gp
95–97
wall of stone
1,125 gp
98–100
wall of thorns
1,125 gp
1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area.
6th-Level Divine Spells
d%
Spell
Market Price
01–03
animate objects
1,650 gp
04–06
antilife shell
1,650 gp
07–09
banishment
1,650 gp
10–13
bear’s endurance, mass
1,650 gp
14–16
blade barrier
1,650 gp
17–20
bull’s strength, mass
1,650 gp
21–24
cat’s grace, mass
1,650 gp
25
create undead
1,650 gp
26–29
cure moderate wounds, mass
1,650 gp
30–33
dispel magic, greater
1,650 gp
34–37
eagle’s splendor, mass
1,650 gp
38–40
find the path
1,650 gp
41–43
fire seeds
1,650 gp
44
forbiddance
4,650 gp1
45
geas/quest
1,650 gp
46
glyph of warding, greater
1,650 gp
47–49
harm
1,650 gp
50–52
heal
1,650 gp
53–55
heroes’ feast
1,650 gp
56–58
inflict moderate wounds, mass
1,650 gp
59–61
ironwood
1,650 gp
62
liveoak
1,650 gp
63–65
move earth
1,650 gp
66–69
owl’s wisdom, mass
1,650 gp
70–71
planar ally
2,400 gp
72–74
repel wood
1,650 gp
75–77
spellstaff
1,650 gp
78–80
stone tell
1,650 gp
81–83
summon monster VI
1,650 gp
84–86
summon nature’s ally VI
1,650 gp
87
symbol of fear
2,650 gp
88
symbol of persuasion
6,650 gp
89–91
transport via plants
1,650 gp
92–94
undeath to death
2,150 gp
95–97
wind walk
1,650 gp
98–100
word of recall
1,650 gp
1 Assumes an area equivalent to one 60-foot cube.
7th-Level Divine Spells
d%
Spell
Market Price
01–05
animate plants
2,275 gp
06–09
blasphemy
2,275 gp
10–14
changestaff
2,275 gp
15–16
control weather
2,275 gp
17–21
creeping doom
2,275 gp
22–27
cure serious wounds, mass
2,275 gp
28–32
destruction
2,275 gp
33–36
dictum
2,275 gp
37–41
ethereal jaunt
2,275 gp
42–45
holy word
2,275 gp
46–50
inflict serious wounds, mass
2,275 gp
51–55
refuge
3,775 gp
56–60
regenerate
2,275 gp
61–65
repulsion
2,275 gp
66–69
restoration, greater
4,775 gp
70–71
resurrection
12,275 gp
72–76
scrying, greater
2,275 gp
77–81
summon monster VII
2,275 gp
82–85
summon nature’s ally VII
2,275 gp
86–90
sunbeam
2,275 gp
91
symbol of stunning
7,275 gp
92
symbol of weakness
7,275 gp
93–97
transmute metal to wood
2,275 gp
98–100
word of chaos
2,275 gp
8th-Level Divine Spells
d%
Spell
Market Price
01–04
animal shapes
3,000 gp
05–10
antimagic field
3,000 gp
11–13
cloak of chaos
3,000 gp
14–17
control plants
3,000 gp
18–20
create greater undead
3,600 gp
21–27
cure critical wounds, mass
3,000 gp
28–32
dimensional lock
3,000 gp
33–36
discern location
3,000 gp
37–41
earthquake
3,000 gp
42–45
finger of death
3,000 gp
46–49
fire storm
3,000 gp
50–52
holy aura
3,000 gp
53–56
inflict critical wounds, mass
3,000 gp
57–60
planar ally, greater
5,500 gp
61–65
repel metal or stone
3,000 gp
66–69
reverse gravity
3,000 gp
70–72
shield of law
3,000 gp
73–76
spell immunity, greater
3,000 gp
77–80
summon monster VIII
3,000 gp
81–84
summon nature’s ally VIII
3,000 gp
85–89
sunburst
3,000 gp
90–91
symbol of death
8,000 gp
92–93
symbol of insanity
8,000 gp
94–96
unholy aura
3,000 gp
97–100
whirlwind
3,000 gp
9th-Level Divine Spells
d%
Spell
Market Price
01–04
antipathy
3,825 gp
05–07
astral projection
4,870 gp
08–13
elemental swarm
3,825 gp
14–19
energy drain
3,825 gp
20–25
etherealness
3,825 gp
26–31
foresight
3,825 gp
32–37
gate
8,825 gp
38–46
heal, mass
3,825 gp
47–53
implosion
3,825 gp
54–55
miracle
28,825 gp1
56–61
regenerate
3,825 gp
62–66
shambler
3,825 gp
67–72
shapechange
3,825 gp
73–77
soul bind
3,825 gp
78–83
storm of vengeance
3,825 gp
84–89
summon monster IX
3,825 gp
90–95
summon nature’s ally IX
3,825 gp
96–99
sympathy
5,325 gp
100
true resurrection
28,825 gp
1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.
 

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