Thursday, 22 November 2018

Metatronic Scrolls

Metatronic Scrolls

I have always felt that scrolls are often overlooked in tabletop RPGs. In D&D, they usually were used to free up a spell slot for a wizard or for very situational spells. I have not had any experience with scrolls in GURPS, however, but in my opinion, the lack of Vancian casting makes scrolls even more situational.


The scrolls are first introduced in GURPS Magic (p. 57), mentioned in several places in GURPS Thaumatology, and greatly expanded upon in GURPS Dungeon Fantasy 4 – Sages (pp. 14-16). Let us try porting the rules over to GURPS Thaumatology – Sorcery and Metatronic Generators from Pyramid #3-46.

First, let us list the properties of scrolls:
-          A scroll can hold multiple spells, but can cast only one at once;
-          A scroll can only be used once, its power and writing dissipated after use;
-          Only a mage can use the scroll;
-          A scroll must be held in two hands to be used;
-          A scroll must be read with a strong voice;
-          A scroll can be read silently without triggering its effect;
-          A scroll can be written in any language;
-          Pronunciation is important. If the mage reading the scroll has Accented spoken comprehension of the scroll’s language, the scroll casts its spell at a -1 penalty; if he has Broken spoken comprehension, the scroll casts at -3. If he has None, he cannot articulate the words properly and cannot cast the spell. An spell that requires no die roll loses 10% of its effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead;
-          To use a scroll, the reader requires Accented or better comprehension of the written language it was penned in;
-          Spells may be written on any material;
-          Reading a scroll requires twice the normal casting time for the spell;
-          The mage reading the scroll pays the normal energy cost;
-        If a casting roll is required, roll using the skill level of the mage who wrote the scroll. If you found a scroll in a treasure pile or want to determine the skill level randomly for another reason, you can roll 1d+9;
-          If the spell’s effects are variable, the scroll will specify such details as area, damage dice, and level of effect. The user cannot adjust these things;
-          A mage can learn spells from scrolls.

Scrolls as enchanted items in Sorcery

How to build a scroll:
1)      Apply the following limitations to the spell: Takes Extra Time 1, -10% to double the casting time; Requires Magic Words, -10% to make the casting require incantations; Accessibility, Language Comprehension, -10% to represent the need for language comprehension.
2)      Remove Variable, +5%, Requires Gestures, -10%, Requires Material Component, -10% and similar enhancements and limitations that are not appropriate for scrolls.
3)      The multiplier applied to EP is 0.2 for one scroll.

The scroll’s inherent value represents special ink for magical scrolls or other writing implements. The enchanter may use the better of IQ or Writing skill (plus Talent) to generate EP.
Seeing that this is not much different from Alchemy in Sorcery, and how I have already tried making it work, I would not suggest this approach, as it is excessively expensive.

Scrolls as Metatronic Generators

To build a scroll as a Metatronic Generator, we will have to create a meta-enhancement first. According to page 47 of GURPS Low-Tech, a typical scroll is 12” wide and 200” long, and has room for about 5,000 words. A partially unrolled scroll, I believe, would have SM-4 (a Small item). GURPS Dungeon Fantasy 4 – Sages says that a scroll weighs 0.05 lbs. (closer to a Tiny item). Considering this, in my opinion, it would be better to represent a scroll as a Mini item in terms of cost, but keep these parameters the same.

Each scroll must have a point cost that will help us calculate its price. Pyramid #3-46 provides several meta-enhancements that represent different item types, but none of them fit for potions and such. We have to create new ones. In any case, remove Variable, +5%, Requires Gestures, -10%, Requires Material Component, -10% and similar enhancements and limitations that are not appropriate for scrolls.

Scroll
-30%
This is a scroll made of paper, parchment, or papyrus. A typical scroll is 12” wide and has a length of around 12” per spell. SM-4, 0.05 lbs. Mini item.
Statistics: Accessibility, Language Comprehension, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%.

There may be other scroll forms with their own meta-enchantments.
Let us try making as example scroll.

Scroll of Detect Undead
Type: Arcane, paper.
Cost: $90.
Crafting: $9; 1 day; defaults to Writing-1.
Statistics: Detect (Undead; Cannot Analyze, -10%; Scroll, -30%; Sorcery, -15%) [3].

The dollar cost equals to $3,000 x point cost divided by 5, because the item can only be used once. This assumes TL 8. To determine cost at TLs other than TL8, divide cost by $20,000 (the suggested average starting wealth of a TL8 setting), then multiply that number by the starting wealth for the campaign’s TL (p. B27). Thus, at TL 3 the cost equals to $30 x point cost.
The example Scroll of Detect Undead will cost $30 x 3 = $90. This is the retail price, the production cost usually will be twice lower - $45 in this case.
Invention rules on p. B473 imply that materials should cost around 20% of the production cost. For this scroll, material cost will be $9. Everything else ($81) is labor.
This is identical to potions in Metatronic Alchemy.
                Let us assume that a TL 3 scroll scribe has a wage of $2,000. This will allow him to lead a lifestyle somewhere between Comfortable and Wealthy. Knowing the wage, the labor cost, and the number of workdays in a typical month (22), we can calculate how many scrolls of a particular CP cost the scribe must scribe to earn the wage. Using this number, we can deduce how much time scribing should take. This gives us a linear progression – (22*Labor Cost/Wage), rounding up. I feel like powerful scrolls should take longer to scribe, so let us add a quadratic progression – (CP2/200), rounding up. This gives us a quite similar progression in the middle CP band, but the weaker scrolls are scribed faster, while stronger ones take a longer time. I would use the quadratic progression, but other GMs are free to use whatever they want. For simplicity, so you do not have to calculate the scribing time every time, you can use the following table, and if the point cost falls in an interval between two point costs on the table, use the higher one. Thus, for a 23-point scroll, use scribing time as for a 25-point scroll.
Scrolls require a Writing skill roll to scribe, but the scribe can only create scrolls of spells he knows or he can improvise (hardcore improvisation does not count). Wizards and other spellcasters that write their spells in their grimoires are an exception - they can write scrolls of any spells that they have in their grimoires, but only if they are able to cast it via hardcore improvisation. A scroll can be copied from another scroll, if these conditions are met. Complex scrolls should impose a penalty, as every scroll is a technique that defaults off the Writing skill. A penalty of -1 per 10 points of scroll’s point cost sounds reasonable. In our example, the scroll will have a Writing-1 default. Unlike alchemical potions, scrolls cannot be scribed in batches, but they require a skill with a lower difficulty.

Types of Scrolls

Although typically scrolls are written by wizards or sorcerers, scrolls made by spellcasters of other types and traditions exist. Scrolls only work for casters of the correct type – the reader needs arcane Sorcerous Empowerment for an arcane scroll, divine Sorcerous Empowerment for a divine one, nature Sorcerous Empowerment for a druidic scroll, etc.
                In addition, magical writing must be understood for the scroll to be used properly. Arcane scrolls are identified with Thaumatology.
                Bardic Scrolls: These scrolls require the user to sing or play an instrument, depending on the creator’s choice of his primary magic skill. Scrolls that require the user to play an instrument typically must be placed on a music stand, because the user’s hands usually are occupied with the instrument. In this case, the user must be within 2 yards of the scroll. Bardic scrolls are created with Musical Composition, not Writing.
Divine Scrolls: These scrolls do not require the reader to share the dogma of the writer’s patron deity. To represent this, apply +0.1 CF. Divine scrolls are identified with an appropriate specialty of Theology.
Druidic Scrolls: These scrolls usually written in Druidic, a secret language of the druids. It is extraordinary hard to find a druidic scroll written in another language. Nature scrolls are identified with Theology (Druidic).
Psychic Scrolls: These scrolls contain mantras that make the reader enter a short trance-like state and cast the written spell. Psychic scrolls are identified with Thaumatology.

Optional Enhancements and Limitations

When scribing a scroll, the scribe may apply one of the following enhancements or limitations by applying a cumulative -2 to his skill per option.

Charged Scroll: Typically a scroll requires the reader to pay the FP cost, but charged scrolls come with an internal energy reserve that allows the reader to cast the spell for free. If the scroll casts a maintainable spell, duration is fixed – the user cannot terminate the spell early or extend it (but it’s still subject to Dispel Magic, etc.). +0.05 CF per point of FP cost.
Encrypted Scroll: Wizards can learn new spells from scrolls and copy them to their spellbooks. To prevent the scroll from falling into the wrong hands, some scribes encrypt them. Deciphering an encrypted scroll requires winning a Quick Contest of Cryptography against the scribe. If you do not know the skill level, you can determine it randomly by rolling 1d+9. +0.2 CF.
Universal Scroll: A scroll that anybody can activate. The underlying spell type doesn’t change. To learn from such a scroll you must still be a caster who meets all the prerequisites. +0.2 CF.

Variant Media

Scrolls are usually inked on heavy paper, parchment, or papyrus – or bark, for druidic scrolls. Such scrolls will ignite if hit with any burning damage. Paper, parchment, and papyrus turns to mush if it spends more than a turn underwater, while bark is prone to being eaten by wildlife, especially nasty caterpillars. However, this is not the only way to scribe scrolls. The following options can be used by all scribes or be restricted to specific cultures.
Barkcloth: Takes 3 burning damage to ignite. Gives the writer a -2 penalty to skill. -0.1 CF; Weight does not change.
Clay Tablet: Cannot be set on fire, but is brittle (use the same breakage rules as for potions). Cost does not change. Weighs 5 lbs.
Embroidered Cloth: Takes 3 burning damage to ignite. Not ruined by water. Add $5 to the cost. Weight doesn’t change.
Engraved Metal: Has DR 2, HP 3, so it is unlikely to break by accident. Engraving vanishes when the spell is cast, leaving a thin metal sheet (usually copper). Add $30 to the cost; weighs 0.25 lb.
Gemstone: A complex series of gestures and sounds is completed with a specially prepared gemstone in hand, and the spell stored within it is released when the final words are spoken. Like the parchment on which a scroll is scribed, a gemstone is emptied by casting but can be reused again. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Jeweler skill to scribe the scroll. Add $100 to the cost; weighs 0.25 lb.
Incendiary: A spell is stored in a special mix of powders and glyph-covered paper. To use an incendiary, a spellcaster speaks the last words of the spell while simultaneously igniting the prepared device (usually by means of a minor magical property of the incendiary form that requires no additional action to activate). The incendiary is consumed in a brilliant colored flash or haze of strangely coiling smoke, completing the spell. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Alchemy skill to scribe the scroll. Add $50 to the cost; weighs 0.25 lb.
Jar: Taking inspiration from canopic jars, a desert-dwelling arcanist infuses spell energy into liquids sealed into ceramic vessels, glazed and painted with numerous colorful glyphs. Upon breaking the jar, the wizard frees the essence of the spell held within, awaiting the words of the caster to give it final form. The purest clays are shaped into small jars upon which hieroglyphs are then painted with fine pigments. Inside the jars are long-stewing infusions of water-herbs and the dew collected from certain savanna flowers. Cannot be set on fire, but is brittle (use the same breakage rules as for potions). Cost does not change. Weighs 1 lb. Can hold only one spell. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Pottery) skill to scribe the scroll.
Macrame: A spell is held in a small, complex weave of precisely tied knots. The user pulls apart the knotted square by choosing the right strands while speaking the spell’s activation words. The scribe uses Artist (Macrame) instead of Writing to scribe the scroll. Cost is unchanged; weighs 0.2 lb.
Massive Stone Tablet: A massive stone slab. Usually only found in ancient ruins. Crumbles to sand once read. -0.3 CF; weighs 20-200 lbs.
Powder: Packets of specific powders and granules can store magical energy of spells as easily as markings on paper. A wizard uses a powder by sprinkling it, casting it into the air, or blowing it from the hand. The various ingredients (salts, spices, or ground minerals and plants) found in powders naturally account for the greatest part of their cost. Most wizards keep their powders stored in small paper envelopes held within waterproof leather pouches. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Alchemy skill to scribe the scroll. Add $50 to the cost; weighs 0.25 lb.
Riffle Scroll: A riffle scroll is similar to a standard scroll, but its methods of activation and shape are quite different. A riffle scroll can hold the power of only a single spell. Each riffle scroll is a thin booklet, similar in shape to a chapbook (but somewhat smaller), containing 25 to 50 pages of eldritch symbols. When held between thumb and forefinger and riffled through in a quick manner, the motion of the pages turning activates the magic within, simultaneously completing casting of the spell and erasing the booklet. Riffle scrolls do not require words and can be activated with one hand. Riffle scrolls can only be made of paper. +0.2 CF; weighs 1 lb.; increase scribing time by 1 day.
Rune-Stick: Some primitive magicians have their arcane tongue lettered in runes carved into trees or stone. To store their spells for later use, they carefully notched magic words onto thin sticks of sacred wood, 6 to 8 inches long. To use, the spellcaster snaps the rune-stick and speaks aloud the proper ritualized phrase. A rune-stick can only hold one spell. The rune-stick must come from ring-free heartwood. Rare herbs and sometimes expensive vital animal essences are made into pastes and rubbed into the notches over time to empower the magic. Cost doesn't change. Weighs 0.25 lb.; increase scribing time by 1 day. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Woodworking) skill to scribe the scroll.
Scrolls on Gear: One scroll can be painted, inscribed, or embroidered on each cloak, shield, tool, weapon, or piece of armor. Only the item’s bearer can activate such a scroll, so this is only useful on gear he can easily see (use common sense!). The downside is this: if the spell roll is a critical failure, the item disintegrates. Add $10 to the cost on cloth, $20 on leather or wood, or $60 on metal; weighs nothing.
Stone Tablet: Can be used as an improvised shield (p. LT114) with DB 1. Crumbles to sand once read. Has DR 2/HP 8. Add $20 to the cost; weighs 2 lbs.
Tattooed Leather: Only likely to be ruined if deliberately cut or hit by 10 points of burning damage. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Body Art) skill to scribe the scroll. Ink drips off like blood when read. Add $10 to the cost; weighs 0.1 lb.
Tattooed Skin: The spell is tattooed directly to the skin. Can be used by necromancers to tattoo zombies. You can have one spell tattooed on each arm, each leg, the head (you must shave it, and you’ll need a mirror to read the tattoo), and the front torso. The scribe uses the lower of his Writing (or other skill, changed by the scroll type) and Artist (Body Art) skill to scribe the scroll. Ink drips off like blood when read. You can’t read from a body part covered by armor or clothing. Critical failure means the spell afflicts you, personally, in whatever wicked way described by the GM. Add $100 to the cost; weighs nothing.
Vellum: Gives the writer a +1 bonus to skill when scribing the spell. Add $10 to the cost. Weight doesn’t change.
Wax Tablet: The writing can easily be ruined, but the tablet is very unlikely to break. Add $10 to the cost. Weighs 0.2 lbs.

Psionics and Scrolls
In D&D, psionic characters have an item type identical to magical single-use scrolls – powerstones. They can be represented using the gemstone form described above. The ability used via a powerstone uses the creator’s skill level. If you do not know the skill level or want to determine it randomly, roll 1d+9. When a psi uses a power from a powerstone, he can roll Expert Skill (Psionics). If he succeeds, he can learn this ability by spending character points on it later during the game. Powerstones are identified with Expert Skill (Psionics).
In addition, psionic sigils can be tattooed on the skin. To use a psionic tattoo, the user must touch it with bare skin, not read the script aloud. In all other aspects, psionic tattoos work like tattooed scrolls and powerstones. It is vulnerable to supernatural erasure, so replace Scroll, -30% with Tattoo, -5%.
Aboleths and mind flayers also inscribe psionic seals on objects. Such sigils are large (no less than 1 yard in diameter), so they are usually inscribed on static objects. They are activated just like psionic tattoos. Treat them as scrolls on gear in terms of price.

EXAMPLES

Let us create some more scrolls for a traditional TL 3 fantasy, basing them on the potions from GURPS Magic. For TL 4 double the costs. Our Scroll of Detect Undead is repeated for convenience.

Scroll of Detect Undead
Type: Arcane, paper.
Cost: $90.
Crafting: $9; 1 day; defaults to Writing-1.
Statistics: Detect (Undead; Cannot Analyze, -10%; Scroll, -30%; Sorcery, -15%) [3].

Scroll of Fateful Weapon
Type: Divine, engraved metal, universal.
Cost: $1,590.
Crafting: $120; 8 days; defaults to Writing-4.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fateful Weapon, +360%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/30, -30%; Scroll, -30%) [40].

Scroll of Major Healing
Type: Divine, macrame.
Cost: $1,188.
Crafting: $108; 7 days; defaults to Writing-4.
Statistics: Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 4 FP, -20%; Divine, -10%; Injuries Only, -20%; Reduced Fatigue Cost 3, +60%; Scroll, -30%) [36].

Scroll of Seek Gems
Type: Arcane, riffle scroll, charged.
Cost: $675.
Crafting: $54; 3 days; defaults to Writing-2.
Statistics: Detect Gems (Precise, +100%; Scroll, -30%; Selective Effect, +20%; Sorcery, -15%) [18].

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