Scrivenery in Hyperborea comprises the sorcerous discipline of scroll manufacture.
The creation of magical scrolls that contain spells is detailed in the scribe scrolls entry for each respective character class that is eligible to do so. Note, however, that the scroll creation process requires continuous effort, a trial-and-error method that may be interrupted only for rest and nourishment. Also note that eight distinct magical languages are at work in Hyperborea: magician, cryomancer, illusionist, necromancer, pyromancer, witch, cleric, and druid; further, the scrolls of shamans are intelligible only to their own kind.
The creation of protection scrolls is an elaborate process and may not be engendered until the sorcerer is capable of casting level 6 spells; this prerequisite, of course, excludes some subclasses. The practice is contingent on access to clandestine knowledge reserved by mystery cults, secret societies, magicians’ guilds, and so forth. The procedure also may include strange and esoteric components, which carry a 20–80% (2d4×10) chance of failure to locate after 4d4 weeks of enquiry and searching. If all criteria are met, the cost involved is 2d6×1,000gp. The creation process requires 1d6+6 weeks of uninterrupted work, during which the creator is unable to adventure or take on any other like tasks. Upon completion, the protection scroll creator must roll either a DC15 intelligence (if he is a magician or magician subclass) or wisdom (if he is a cleric or cleric subclass); failure renders the scroll ineffective.
SPOILERS BELOW THE LINE (THIS IS MAINLY FOR FRANZ)
Most scrolls are contained in cylinders of bone, crystal, ivory, metal, or wood. They are oftest writ on paper, parchment, or the skin of some exotic creature. In other instances, a scroll might be graven on a clay or stone tablet, or perhaps a piece of bark.
The types of spell scrolls that can be found as loot or treasure or purchased at some time are listed below:
Seven different magical languages are used in Hyperborea, each with its own distinct runic alphabet, diagrams, and weird geometric shapes. Although similarities exist, practitioners of one school are not able to utilize the scrolls of another school. To determine from which school of sorcery a scroll comes, Franz randomly chooses from the following- magician/cleric/druid/illusionist/necromancer/pyromancer/cryomancer/witch/Shaman (Cleric)/ Shaman (Druid)/Shaman (Magician)/Shaman (Necromancer).
Some spell scrolls contain multiple spells. The precise spells contained in a scroll must be selected or randomly determined by the referee. Unless the referee determines otherwise, the default caster level of a spell scroll is 6th, or 1 level above that required to cast the spell, whichever is greater. So, a magic missile scroll will be fired as though by a 6th sorcerer, and a hold monster scroll as though by a 10th sorcerer. Lastly, as noted below spell scrolls have a value of 500gp + 100gp per spell level. A sorcerer must use his read magic ability to determine the contents of a scroll. A magician, for example, will be able to identify the spells contained in a magician’s scroll, but not necessarily those of other schools. He might be able to determine a scroll as that of a druid, necromancer, or so on, but he is usually unable to descry the specific spells contained within.
1-spell scroll (level 1–3)/ 1-spell scroll (level 4–6)/ 2-spell scroll (level 1–3)/ 2-spell scroll (level 4–6)/ 3-spell scroll (level 1–3)/ 3-spell scroll (level 4–6). GP Value 500 + 100 per spell level.
These can be utilized by a literate character of any class and level. Protection scrolls are at once identifiable, even by non-sorcerers, because they are written in the Common tongue of man. Each protection scroll creates a circle of protection that radiates 10 feet around the reader and lasts for 6 turns (1 hour). Some scrolls proscribe a specific effect type, such as magic or petrifaction. (Note that the protection from magic scroll prevents all spells and spell-like abilities from penetrating the circle; however, spells cannot be cast from within the circle, either.) Other scrolls prevent a specified creature type from approaching within the circle’s radius; likewise none of the specified creature’s powers can penetrate the circle. If such creatures are within a 10-foot radius of the reader when the scroll is invoked, they are pushed away. (Exception: non-hostile animals and plants are unaffected.) N.B.: Animals are defined as natural wildlife (bears, boars, lions, rats, sharks, whales, etc.), including giant forms; otherworldly beings include aboleths, crab-men, elder things, fish-men, the Great Race, mi-go, night-gaunts, spore-men, and tentacular horrors.
Animals/ Dæmons/ Elementals/ Lycanthropes/ Magic/ Otherworldly Beings/ Petrifaction/ Plants/ Undead. See ITEMS, Protection Scroll.
This cursed item is invoked the moment the scroll is unrolled and the first word, rune, character, diagram, or geometric shape is glimpsed. The reader is cursed, similarly to the bestow curse spell (the reverse of remove curse). The effects are permanent unless a remove curse spell is cast (except #10, which can also be reversed with a restoration spell). Franz to randomly determine which effect is unleashed using the following table: CURSED SCROLLS (d10): Result 1: Victim transformed into a frog, mouse, pig, or similar inoffensive animal. Result 2: 50% chance to drop held items per round of combat. Result 3: All attack rolls suffer a -4 penalty "to hit". Result 4: -4 penalty to all saving throws. Result 5: Armour Class is penalized (increased) by +2. Result 6: One attribute reduced to a score of 3. Result 7: Victim reduced to a drooling imbecile (Intelligence 1). Result 8: Disease manifests, deadly after $1d8$ weeks unless a death save is made. Result 9: Explosive runes (as the spell) are triggered. Result 0/10: Reader and all within 10 feet are transported to Saturn, Yuggoth, or the cavernous depths of Underborea.
This is a dungeon or wilderness map, scrawled on paper or parchment, that shews the location (or perhaps former location) of a valued treasure item—possibly magical—of Franz’s device. Franz will determine this randomly from the existing magical items, designed for this world, in the ITEMS TAB The map may reveal secret or concealed doors and other mysteries. Some maps may lead to a trap or other misfortune, of Franz design.