PCs with too many scrolls?

If they're making scrolls with higher than normal DCs, then they'll pay the commensurate cost -- higher caster level = higher save DC = higher expense. Sounds fine to me.
Raising caster level doesn't raise scroll DCs.
Saving Throws Against Magic Item Powers said:
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Edit:
Save DC is not attached to CL at all, it is just assumed the wizard making the scroll has the min. casting score required. If the wizard is a PC with int 20, his grease scrolls will be DC 16 regardless of what CL he creates it at.
Again, according to the SRD, no matter what the scribe's casting stat modifier is, his Grease scrolls are DC 11, his Glitterdust is always DC 13, and so on and so forth. Staffs are the only exception to this rule.
 
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*Shrug*...

Nobody uses the scrolls as direct attacking combat spells. You use them to either buff yourselves and/or for non-combat applications.
 

For some time, I've felt that there needs to be a hard (and fairly low) limit on total magic items carried. In my "d20 Diminutive" campaign I limit a character to carrying 5 magic items before something possibly stops working or gets cursed. One scroll can have up to 6 spells scribed on it, so choose wisely.

P.S. The way to increase scroll DCs is to use "Heighten Spell" to increase the level, and hence the DC (along with minimum ability score).
 


There's never enough scroll use in the games in which I play.
Everybody has wands of utility spells, no save attack spells, and items that just do spell effects themselves. I hate when my D&D turns into Harry Potter with all the wands being waved about. :eek:

Maybe the next game I run will just have wand pricing on scrolls and different items, like 50 pinch pouch of dust for glitterdust, or some such. Standard items are so boring anyway. :hmm:

Having the whole library up their sleeves is just a relic of the system.

If you want to change it up a bit, make the scrolls permanent, and they need to expend a spell slot to make the spell happen, no need for downtime to scribe tons of scrolls, and they get the utility they want without too much bookkeeping. Maybe substitute an expensive(ish) material component for those times they just don't have the spell slot, just costly enough that they won't want to keep doing that all day.
 

When they make their DC checks, don't tell them whether they failed or not. If it works better, make the rolls for them in secret. Then, keep track of scrolls that failed, but don't let the player know the scroll is flawed. Then use a chart for spell failures when they use the flawed scrolls (there are plenty floating around the internet). When scroll use stops becoming a sure thing, they'll naturally limit their use on their own. (Maybe increse the price of materials or increase research time in order to increase their chances on the DC check).:devil:
 

I've never really had this problem. It's all a matter of how the PCs want to spend their wealth. For 2000 gp, the characters can have 80 scrolls of Mage Armor (at CL 1), two wands of Mage Armor (with 50 charges each) and money left over, or an Amulet of Natural Armor +1. Or a Wizard can spend an additional 80 days and 80 XP to craft the scrolls for half price. That all sounds like a reasonable trade-off to me.

Personally, I think scrolls are a great way to allow PCs to have access to a large number of low-level utility spells. The prices go up pretty steeply. Once you get to 3rd level spells, there's a lot you can do with the money you might otherwise spend on 10 scrolls of utility spells.
 

I'm of the opinion that a wizard can never have enough scrolls, much less too many of them. A prepared wizard is a good wizard, and it's great not having to call it a day 15 minutes into any adventuring day because he's out of things to do. If it gets to the point where he can just leave his actual spell slots free to prepare whatever is needed when not in a rush, more power to him.


cheers
 

Save DC is not attached to CL at all, it is just assumed the wizard making the scroll has the min. casting score required. If the wizard is a PC with int 20, his grease scrolls will be DC 16 regardless of what CL he creates it at.

This is completely wrong. The save DC of his grease scroll would be 11, no matter what the creator's Intelligence modifier is.

Also, unless the creator specifically specifies otherwise (and pays more) the caster level of a scroll is the minimum required to cast the spell. The spell will have all of its level-dependent effects set by this - range, area, damage and so on. That means a standard magic missile scroll creates only one missile, a standard fireball scroll creates a 5-dice fireball, a standard mage armor spell only lasts for one hour and so on. This caster level also is what counts for overcoming spell resistance with the spell from the scroll.
 
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