Scrolls are crafted by magicians, clerics, and several associated subclasses. These devices are created using a language (or school) specific to the sorcerer’s class or subclass: magician, illusionist, necromancer, pyromancer, or witch; or cleric or druid. Scroll spells are painstakingly crafted to facilitate instant detonation; the sorcerer need only vocalize a specific phrase and/or trace a specific symbol or geometric shape to trigger the effect. Once the incantation is read, the writing is burnt from the scroll.
When a sorcerer attempts to invoke a scroll spell of higher spell level than the sorcerer is able to cast, he risks scroll spell failure. The chance of failure is 5% for each spell level greater than the sorcerer can cast. So, if a cleric can cast up to level 3 spells, he risks a 5% chance of failure if he attempts to invoke a level 4 scroll spell, a 10% chance of failure with level 5 scroll spells, and so on. If failure occurs, the chance of a reverse effect, backfire, or other deleterious effect is 2-in-6; otherwise, the spell simply fizzles.
In times of desperation, a sorcerer might attempt to cast a spell directly from his book, effectively bypassing the memorization process. This is risky business. Firstly, casting a spell from a book burns the inscription from the pages of the book, so it is permanently lost. Secondly, a 10% chance exists that the spell before it or after it will be destroyed as well. (If the player does not have his spells listed in the order they are contained in his spell book, then Franz must randomly determine this, or perhaps arrange all spells in alphabetical order.) Lastly, a 2% chance exists that the entire spell book is destroyed. Discharging a spell directly from the pages of a spell book requires the usual 1 round, plus 1 extra round per spell level (e.g., 2 rounds for a level 1 spell, 3 rounds for a level 2 spell).
A sorcerer can wear prohibited armour if he is willing to risk spell failure. Armour inhibits spell casting for magicians (and their associated subclasses) due to the delicate and precise gestures required; furthermore, these classes are unaccustomed to the added weight and cumbersomeness of armour. Some subclasses, such as the warlock and legerdemainist, are not so restricted, because their special training allows them to cast spells whilst armour-clad. Clerical and druidic sorcery, being more vocal and less gesticulatory, is generally less restrictive; in most cases these mystic sorcerers are able to function whilst armour-clad. But training and gaining proficiency in such things is advised. If a character chooses to attempt a spell whilst clad in a prohibited armour type, the player must roll a d6 at the time the spell is fired. Success indicates the spell functions as normal; failure indicates the spell fizzles out with no effect. Armour Type Light (padded, leather, studded) = 1-in-6; Medium (hide, scale mail, chain mail, laminated, banded mail, splint mail, short hauberk, breastplate, ring mail) = 2-in-6; Heavy (plate mail, field plate, full plate) = 3-in-6. If a character is not normally allowed to wear armour, he must abide the chance of spell failure for each armour type (light, medium, and heavy). If the character is allowed to wear light armour, he is not subject to a light armour penalty, but must abide the penalties for medium and heavy armour types as listed. If the character is allowed to wear medium armour, he is not subject to spell failure for light or medium armour types, but must abide the heavy armour spell failure chance as listed.
Some sorcerers may carry shields for protection, but the AC benefits derived therefrom cannot be realized whilst in the act of casting magician (or magician subclass) spells. A small shield/ Buckler may be carried by a magic-using class whilst casting (perhaps slid up the forearm to free the hand), but a large shield must be dropped or shouldered. As clerical and druidic sorcery requires fewer hand gestures and more vocalization (prayers, invocations, etc.), these sorcerers of the weird and divine can enjoy a shield’s protection whilst firing spells (unless, of course, the specific subclass disallows shield use).
In most cases, spells that have duplicate effects are not allowed to “stack”. For example, one may not cast protection from evil twice on the same character in order to double the effects of the spell. Likewise, different spells that provide a “to hit” bonus, damage bonus, or saving throw bonus cannot be combined for a cumulative effect with other like spells. However, a spell can augment the effects of a magical weapon or device, or a creature’s inherent special ability.
Some spells have reverse forms. These spells are marked with '>' in the spell lists. When a spell with a reverse form has been prepared, one cannot arbitrarily cast either the normal or reverse form; rather, one form or the other must be memorized specifically, unless the spell description states otherwise.