Scroll Libraries


Pathfinder Society

RPG Superstar 2008 Top 32

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After reading what I took to be an excellent thread about what PFS characters should be able to do at various levels, I've been reviewing my own characters to see where they measure up.

One area in which my highest level character (an 8th-level halfling generalist wizard) is deficient- at least so far as the first post in that thread is concerned- is her scroll library.

Early on in her career, I bought a lot of scrolls, mostly magic missile, so she would have something to do most rounds of combat, but with time, I grew more judiciosu with my spell use on a round by round basis (plus she learned more spells), so the purchasing of scrolls slowed to a halt.

Now, reviewing her character sheet, my wizard has no scrolls! I'd like to remedy that. Which wizards spells do you all find it important/essential/expected to have in the form of scrolls?

For that matter which spells do you find it important/essential/expected to have in your spellbooks and/or memorized?


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exile wrote:


Now, reviewing her character sheet, my wizard has no scrolls! I'd like to remedy that. Which wizards spells do you all find it important/essential/expected to have in the form of scrolls?

For that matter which spells do you find it important/essential/expected to have in your spellbooks and/or memorized?

First, make a list of ALL the 1st level wizard spells allowable in PFS. Anyone that looks interesting and useful, get three. Ones that you don't think you would use unless the sky turned orange, get one. Honestly 1st level scrolls ARE that cheap.

For 2nd level spells it starts to get a bit more pricey. Go through the list and see spells that fit this category 'this is so specialized I'd never memorize it but in a weird situation it would be very cool to have'.. get one of each of those.

For 3rd level spells, at 375gp a pop you're unlikely to want to have many of these except for emergencies or something that would really save the day. A scroll of water breathing for example.

Also by going through these lists you will find a few spells that you didn't know about and likely find something that you'll want to learn and memorize often.

-James

Sovereign Court

While tending to your scroll library, don't neglect your potions/oils/wands either. I mention the potions/oils because of the random situations where scroll based completion isn't possible. Example: anointing yourself with an oil of daylight after a troublesome drow has cast darkness in your general area.

I'm also a believer that every spellcaster worth their mana should own 2 spring-loaded wrist sheaths, a handy haversack, and an adventurer's sash.

3/5

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Heres a few suggestions, in case you don't prepare any of these regularly:

3rd -
Lightning Bolt (simply for high level fire resistant swarms, ie hellwasp swarms. Keep two?)
Daylight
Tongues
Fly
Water Breathing

2nd -
See Invisible
Invisibility
Resist Energy
Remove Fear
Gust of Wind
Share Language (cheaper, limited version of Tongues, APG)

1st -
Detect Charm (from Andoran companion book)
Comprehend Languages
Touch of the Sea (swim speed, APG)

0th -
Detect Poison

... and of course don't skimp on your supply of divine scrolls to hand to the healer.

You might also want to invest in some sort of metal, waterproof scroll case, to keep your precious scrolls from becoming burnt/soaked.

Dark Archive 3/5 **

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Tangaroa wrote:


You might also want to invest in some sort of metal, waterproof scroll case, to keep your precious scrolls from becoming burnt/soaked.

Heward's Handy Haversack is probably best here. It gets him the scroll he needs without searching and it's rather hard to damage something in an extradimensional pocket.

RPG Superstar 2008 Top 32

Thanks all for the advice so far. I already have the haversack and will start adding scrolls with my next chronicle.

3/5

My apologies; Remove Fear is actually a 1st level scroll, and bard/cleric/inquisitor, not wizard/sorcerer Still good to have one around to hand off.

However, I wanted to add Suppress Charms and Compulsions, which IS 2nd level.

The spell description is in the Andoran companion book and here.

Liberty's Edge 4/5

One of the best uses for scrolls, potions and the occassional wand is for spells taht you probably won't need often, but which can spell a major difference when used:

Tongues is a good example for a scroll, while you might want to consider a wand for Endure Elements, since you probably would need it for the whole party, not just yourself.

My character has three wands at present, Cure Light Wounds, Endure Elements, and Protection from Evil (when needed, it can help to hit the whole party with it).

2/5

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So I spent some time crawling through spell lists. I don't have every sourcebook, so there may be some obscure ones out there that I missed - I'd love to hear from folks about others on thier list.

Here is my general sorcerer/wizard scroll wishlist.

Cantrips:

Yes, really. No matter how smart you are, most are limited to four slots. It has happened a couple of times that no-one in the party prepared Read magic that day, and members of the group have had their wayfinder pickpocketed in the dark. that, and for 12.5g, these are not bad to stick the bottom of a haversack.
Light
Read magic
Message

level 1:

Air bubble
Alarm
Comprehend languages *
Detect charm
Detect secret doors
Disguise self
Disguise weapon
Endure elements
Enlarge person
Gravity bow
Grease
Infernal healing
Keep watch
Krieghton’s perusal
Liberating command
Magic weapon *
Monkey fish
Obscuring mist
Protection from evil
Sculpt corpse
See alignment
Sleep
True strike
Unseen servant

*These are generally the ones I get sooner.

Level 2:

Bull’s strength
Cat’s grace
Command undead
Continual flame
Darkness
Darkvision
Detect thoughts
Disguise other
Glitterdust *
Invisibility
Knock
Protection from evil/communal *
Resist energy
See invisibility
Share language
Share memory
Suppress charms and Compulsions *

I cannot overstate how much of an @$$-saver Suppress Charms has been. When that big beefy low-will save barbarian has gone over to the other side...

level 3:

Darkvision, communal
Disable contruct *
Dispel magic *
Fly *
Haste
Hold person
Invisibility sphere
Keen edge
Mad monkeys - because everything is better with monkeys!
Resist energy/ communal
Tongues
Water breathing

Level 4:

Now we are starting to get into some real money, so the lists get shorter. Still, I think there are a few essentials.

Dimensional anchor
Globe of invulnerability, lesser
Scrying
Stone shape
Suppress primal magic
True form
Remove curse *

Level 5:

Break enchantment
Dismissal
Teleport
Wall of force
Transmute rock to mud

Level 6:

Antimagic shell
Stone to flesh

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Minnesota

Thanks for putting together this list!

4/5

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Just to add some to the excellent list that mellowgoth made (As a note, all these additions are CORE save for Fickle Winds):

Level 1:
Expeditious Retreat
Identify

Level 2:
Gust of Wind
Spider Climb

Level 3:
Halt Undead (No save for unintelligent undead, and a rare chance to say "I coup-de-grace the undead")
Magic Circle against X
Wind Wall

Level 4:
Resilient Sphere (Can be used to save someone's life!)

Level 5:
Fickle Winds
True Seeing (Priced as a cleric spell so it is technically level 5 and CL 9 for casting purposes)

Silver Crusade 4/5

I tend to get a healing wand (Cure Light Wounds or Infernal Healing) on every PC, whether they can cast it or not. For spellcasters, I'll get wands of Protection from Evil, Comprehend Languages, and Endure Elements, if they can cast them, since those come up so often.

Beyond that, just look for utility spells. Most of what's been posted above is good. Glitterdust is good for highlighting invisible enemies for your allies, after using See Invisibility to spot them. Air Bubble is good in case you go swimming, Spider Climb and/or Levitate are good at low levels for reaching high places, but replace with Fly later. Obscuring Mist and Expeditious Retreat are both good for getting away if a fight goes bad.

3/5 RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Residual tracking is a great 1st-level spell to get on a scroll, but it's Ranger only.

Lantern Lodge 5/5

Unmentioned ones: (Namely: Cleric scrolls)

Anti-Incorporeal Shell: Self-explanatory. No save. 7 minutes of not getting hit by Shadows for 700g.

Nap Stack: A little pricey, but sometimes, a 2-hour rest is plausible inside a dungeon.

Status: Cast it on the scout, and when his condition changes from 'unharmed' to anything else, D-Door the party to his location.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I like to carry a scroll of Command Undead. If I should run into any impressive mindless undead, they are mine.

1/5

I have to disagree with several choices on this list:
Liberating Command: Casting from a scroll is at least a standard action. That means you're spending your full round (move to pull it out, standard to cast) to give your buddy a free check to escape at a +2 bonus.
Sleep: By this point, the HD limit is probably too small to affect anything you're fighting.
Continual Flame: Is this really a better use of 200 gp than 16 scrolls of Light?
Hold Person: How many creatures are you going to run into likely to fail a DC 13 Will save at your level? Probably not enough to justify the action.
Suppress Primal Magic: How many PFS scenarios have wandered into the Mana Wastes?

True Form and Remove Curse both require caster level checks. With the low caster level on scrolls, combined with the tendency for PFS play to send you against enemies several levels above you, this is setting you up to fail. Dispel Magic and Knock have the same problem, but you might be able to find uses for them, and they're cheaper.

Other good scrolls:
Flurry of Snowballs: Depending on what you commonly memorize, this might be useful against swarms. Sure, they're likely to make the save, but that's still semi-decent no-SR area-of-effect damage.
Suppress Charms and Compulsions: Seconding this so hard.
Web: Blocks line-of-sight at range, slows the enemy, and boosts fire effects.
Heart of the Metal: Grab a scroll of this, set to Adamantine. 475 gp, but your party will love you if you run into golems.

*

Quote:
I'm also a believer that every spellcaster worth their mana should own 2 spring-loaded wrist sheaths, a handy haversack, and an adventurer's sash.

I am sorry I am not worth my mana. I do not even own two of those books.

Having an arcane bonded item effectively puts every spell in a wizard's book into a 'consumable'. In this case I prefer putting the scrolls into my book, especially the lower level spells (& also makes them great trade fodder :). I also leave a spell slot open of my lower level spells, to gain the (non-combat) spell of choice when the need arises.

I do recommend getting a scroll one spell level higher than you can cast. Doesn't matter which one (though I prefer the communal or mass spells myself), but the caster level/spell level is an impressive advantage over your current selection. 'Tis probably within your caster-level-check reach and if you don't use it, you can add it to your book later.

1/5

A few spells not yet mentioned
Level 1:
Snowball: No SR, direct damage against touch AC with no save against the damage. So very strong.

Level 4:
Dragon's Breath: Area of effect damage with selectable damage type and footprint. Let's you damage almost any target if you can identify it.

Scarab Sages 4/5

This is a useful list for a Sorcerer with a Mnemonic Vestment as well. Nice work!

Grand Lodge 5/5 *

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I'd add Life Bubble to the level 5 spells.

Silver Crusade 3/5

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Thanks for these ideas, they're great.

I usually use prestige points to buy 2nd- and 3rd-level spell scrolls. You can get 5 castings of a single 2nd-level spell or 2 castings of a single 3rd-level spell on a scroll for 2 PP.

This is especially useful for spells that you will likely need more than once in your Pathfinding career.

Grand Lodge 4/5

For parties with Paladins or someone with a good UMD, I cannot recommend bless weapon enough.

Bypass DR/Good, auto-confirm crits on evil enemies

5/5 *****

Joe Ducey wrote:
I'd add Life Bubble to the level 5 spells.

You get life bubble as a 4th level spell from the druid list.

Grand Lodge 5/5 *

andreww wrote:
Joe Ducey wrote:
I'd add Life Bubble to the level 5 spells.
You get life bubble as a 4th level spell from the druid list.

That is true - didn't even look at spell lists was just going from memory.

2/5

shaventalz wrote:


Sleep: By this point, the HD limit is probably too small to affect anything you're fighting.
Hold Person: How many creatures are you going to run into likely to fail a DC 13 Will save at your level? Probably not enough to justify the action.
Suppress Primal Magic: How many PFS scenarios have wandered into the Mana Wastes?

Suppress Charms and Compulsions: Seconding this so hard.

Heart of the Metal: Grab a scroll of this, set to Adamantine. 475 gp, but your party will love you if you run into golems.

Thanks for the feedback, shaventalz.

Let me respond to a couple:
Sleep and Hold Person - I've had a few scenarios recently where we needed an NPC alive. The fighter is looking at me with "Don't we have any options other than me bashing him on the head for nonlethal?"
Primal Magic - I'm going to skip spoilers for the moment, but its in more than the Mana Wastes. And wow, we really could have used this.
Not familiar with Heart of the Metal - Thank you, I'll look this one up.

As always, your mileage may vary. I don't have a wizard with everything on this list (yet), and there is always room to learn.

2/5

So, who wants to take a crack at a Cleric/Oracle list?

Scarab Sages 4/5

Finally got to my scroll list from my Sorcerer. I'd add:

Expeditious Excavation:
The DC on this is low, but that's sort of the point. Use it on an ally. If they make their save, they essentially get a free 5 foot step off turn away from the thing that's about to maul them. Even better, there's now a 5 foot pit in between, so the creature can't 5 foot forward on its turn.

Longarm:
For when you're in tight quarters, but you still need to deliver touch spells to friends or foes. Or just for when you want to be able to deliver a touch spell without moving through a creature with reach's threatened area.

Aram Zey's Focus:
For when no one can disable magical traps. The spell allows that plus gives a small bonus to the roll. The trapfinding it grants is based off Character level, not Caster level, so that part of it works great from a scroll. And, finally, it gives you a chance to reroll to avoid triggering a trap.

Investigative Mind:
Three roll twice take the higher Appraise, Knowledge, Linguistics, or Spellcraft checks and a half hour duration in which to use them.

Monkey Fish is a great spell from mellowgoth's list, and its release did make it immediately one of the more versatile situational spells. Touch of the Sea is best in a potion sponge, for when you're unexpectedly underwater and can't read a scroll. It still has use off a scroll, though, since unlike Monkey Fish, you can cast it on someone else. The same for Spider Climb.

Alter Self:
might still be worth having, too. Can give short term Darkvision, Low-light vision, Swim speed, Scent, Natural Attacks, and Water Breathing (if you turn into something with the aquatic subtype, like Gillmen). Monkey Fish, while great, doesn't give water breathing, so if you need to swim beneath the surface, faster than 10 feet a move, or for longer than a minute, Alter Self is still a better option off a scroll. Not to mention a chooseable Dex or Str bonus plus limited effects of reduce or enlarge person. It's just one of the most versatile utility spells out there at low levels.

EDIT: The Monstrous Physique spells for similar reasons to Alter Self, only they allow access to even more special abilities and movement types.

5/5 *****

Why couldn't you read a scroll underwater? Sure it will get pretty soggy but you werent going to reuse the parchment anyway.

You would need a DC15+spell level concentration check.

Scarab Sages 4/5

andreww wrote:

Why couldn't you read a scroll underwater? Sure it will get pretty soggy but you werent going to reuse the parchment anyway.

You would need a DC15+spell level concentration check.

You're correct. I was thinking the check was harder. Still might be useful to have the potion, at least at low levels when the concentration check might be in doubt. Also, depending on how murky the water is the, seeing the scroll might be an issue for some characters. I can think of at least one scenario which combines water and (edit) a total darkness (-like effect), even for those with Darkvision. Though it's relatively still water, so not a hard swim check.

2/5

When I can afford it, I keep around an Oil of Daylight...so I don't have to sheepishly explain how I am reading the scroll in the dark...

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
shaventalz wrote:

I have to disagree with several choices on this list:

Continual Flame: Is this really a better use of 200 gp than 16 scrolls of Light?

I just wanted to address this one.

Light is near useless against Deeper Darkness.
Continual Flame can negate DD.

Silver Crusade 4/5

Tim Statler wrote:
shaventalz wrote:

I have to disagree with several choices on this list:

Continual Flame: Is this really a better use of 200 gp than 16 scrolls of Light?

I just wanted to address this one.

Light is near useless against Deeper Darkness.
Continual Flame can negate DD.

I usually just go with oils of Daylight for that.

Scarab Sages 4/5

It depends on what you mean by negate. Sadly, for PFS, I think a Continual Flame scroll would be based on the Wizard spell list and only a 2nd level spell. So it wouldn't have any effect on Deeper Darkness. It wouldn't have any effect when overlapping with regular Darkness, for that matter. It would take a Cleric casting Continual Flame for it to overcome Darkness, and a Heightened Continual Flame to overcome Deeper Darkness. A Continual Flame scroll could counter Darkness, but you'd have to be able to touch whatever the Darkness is cast on. It cannot counter Deeper Darkness (unless it's cast by a Cleric in a prepared slot or heightened).

I still have to read back over the light/dark blog before running something that's likely to involve Darkness or Deeper Darkness and make sure I get it right.

From the Blog:

Blog wrote:

OK, we can do light, and we can do darkness. But what if the two of them meet? There's quite a few interactions, including a special exception for the spell daylight, so first let's focus on the basic interactions. From the descriptors and the spells themselves, we glean the following facts: Spells with the light descriptor only raise the light level within an area of a darkness descriptor spell if they are higher level than the darkness descriptor spell. Apparently also, darkness spells can counter or dispel light spells of equal or lower level (and light spells can do the same to darkness spells). So what does that mean?

4. I Counter Your Counter!
There are many ways to misinterpret the "counter or dispel" text for light and darkness spells. Here's how that particular rule actually works. To counter a spell of the opposing descriptor, you ready an action just like any other counterspell. Just as normal for counterspell, the target of the spell must be within range (which, without Reach Spell metamagic, is touch for most light and darkness spells). If the target is in range, you automatically counter the opposing spell and it has no effect, just like always for counterspell. To dispel, you simply cast your spell on the same target (just like with enlarge person and reduce person) and then they cancel each other out, leaving no spell. Again, the range is usually touch and the target is the object that radiates the darkness or light; you can't just touch an arbitrary spot within the darkness or light.

Blog

[EDIT: Added more to the quote, as it's relevant.]

1/5

Right - Continual Flame would have to be either readied as a counterspell or used directly on the target to get rid of Deeper Darkness. If you run into something that spams Deeper Darkness, you almost need a full Daylight spell, with its special negating clause.

The Exchange 5/5

shaventalz wrote:
Right - Continual Flame would have to be either readied as a counterspell or used directly on the target to get rid of Deeper Darkness. If you run into something that spams Deeper Darkness, you almost need a full Daylight spell, with its special negating clause.

as both have a range of touch, it might be hard to use it as a counter - or at least it might be better to "counterspell" with an AOO.

For Darkness, I've found the better counter is unwelcome halo, maybe in a potion form (if you have a neutral alignment)... and as a 1st level spell it's cheap enough to buy early.

Sovereign Court 5/5

It will cost a lil more but I recommend riffle scroll of dispel magic incase of getting silenced

Silver Crusade 3/5

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Sarvei taeno wrote:
It will cost a lil more but I recommend riffle scroll of dispel magic incase of getting silenced

This thread made me think of your scrollmaster.

Sovereign Court 5/5

lol yah i did not feel like digging thru his list:P he always has bout 20 scrolls for stuff he does not regularly prep

Scarab Sages 2/5

Yes, having many scrolls are very useful. Too bad I didn't decide to go scrollmaster wizard for this character. But the Pathfinder Savant helps alot at its level 3 ability. Being able to cast any spell at your caster level is very useful. I tend to focus more on buffs and utility spells on scrolls, or spells that deal damage by caster level and with no DC, like Magic Missile!

Another thing that is useful for scrolls, is taking the cypher scroll feat, it lets you cast any scrolls at +1 its level. And being a half-elf has its perks too. >.>

4/5 ****

Looking at my ITS here are some slightly obscure arcane scrolls that might be of interest...

Riffle Scroll of Communal Resist (to get CL 7 for the 20 resist)

Sleet Storm (For when you absolutely have to make sure that nobody can move or target anything)

Command Undead (No Save for non-intelligent undead)

Invisibility Sphere (aka how to sneak the full plate around)

2/5

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So, I rarely play divine casters, but I rooted around in the Cleric/Oracle list for a while and came up with this list:

Orisons:

Create Water
Purify Food and Drink
Stabilize

Lvl 1:

Air Bubble
Bless
Comprehend Languages
Cure Light Wounds
Detect Evil
Detect Charm
Detect Undead
Diagnose Disease
Endure Elements
Hide from Undead
Liberating Command
Know the Enemy
Obscuring Mist
Protection from Evil
Remove Fear
Sanctify Corpse

Lvl 2:

Admonishing Ray
Ancestral Communication
Calm Emotions
Consecrate
Delay Disease
Delay Poison
Find Traps
Gentle Repose
Ghostbane Dirge
Hold Person
Make Whole
Protection from Outsiders
Remove Paralysis
Lesser Restoration
Share Language
Silence
Zone of Truth

lvl 3:

(OIL of Daylight)
Dispel Magic
Invisibility Purge
Remove Blind/Deaf
Remove Curse
Remove Disease
Speak with Dead
Water Breathing

lvl 4:

Death Ward
Freedom of Movement
Restoration
Speak with Haunt
Dismissal
Neutralize Poison

lvl 5:

Break Enchantment
Breath of Life
True Seeing

LEt me know what I missed!

Silver Crusade 4/5

Liberating Command is an immediate action spell, so it doesn't work as a scroll.

Some of your choices, like Zone of Truth and Dispel Magic, rely on caster level or casting stat too much, so they're not as good on scrolls as they would be if you cast it yourself.

Other than that, pretty good list.

Silver Crusade 5/5

My ratfolk counterfeit mage runs around with scrolls, mainly staples like fireball, lightning bolt, haste, disintegrate, teleport, and anything else that sounds fun. Right now I've got a +21 UMD for scrolls, and in another level or so I'll be able to auto-activate any arcane scroll 6th level or lower. So, this thread is definitely relevant to my interests.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Fromper wrote:
Liberating Command is an immediate action spell, so it doesn't work as a scroll.

You can still cast it on your turn as a standard action.

2/5

Fromper wrote:
Liberating Command is an immediate action spell, so it doesn't work as a scroll.

- Good To know - Never really thought about that.

Fromper wrote:


Some of your choices, like Zone of Truth and Dispel Magic, rely on caster level or casting stat too much, so they're not as good on scrolls as they would be if you cast it yourself.

Other than that, pretty good list.

A scroll-level Dispel magic isn't ideal, agreed, but I've been glad I've had it handy on more than one occasion.

Thanks for the feedback, Fromper!

Scarab Sages 4/5

Level 3:
Accept Affliction

Level 4:
Anti-Incorporeal Shell
Air Walk
Summon Accuser (If you're a neutral cleric of a non-good god)

EDIT: And maybe 5th Level: Cleanse, though this might look like a better spell than it actually is, since most of the worst conditions it can cure preclude either casting or reading a scroll.

1/5

I've bought a scroll of Heal specifically to counter any feebleminds that succeed against my wizard in high level play. I just hand it off to any eligible caster at the start of any scenario.

5/5 5/55/55/5

Liberating command still isn't bad as a standard action sometimes. It scales with level even without the spell scaling with level

Grand Lodge 4/5

BigNorseWolf wrote:
Liberating command still isn't bad as a standard action sometimes. It scales with level even without the spell scaling with level

Since it is based on the caster's level, and scrolls are minimum caster level, I would think a scroll of it would be practically worthless, since it would be CL1, so +2 to an Escape Artist check.

Maybe for a Rogue?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I've started putting an odd rank into Escape Artist when I can. The DCs can still be steep, but banking a Class Skill bonus can help.

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