Again, this system tries to determine the apparent qualities of the book or scroll first, because the PCs can perceive those immediately.
Only determine the contents of the text once the PCs have demonstrated that they can actually read it.
Appearance
Anyone examining a text can determine whether it’s a book or scroll, what it’s made out of, how long it is.
Anyone trying to read the text will also rapidly discover how easy, or difficult, that is.
Is This a Book or a Scroll?
Roll 1d. (Need a die roller?) Results: (1-4) Book; (5-6) Scroll or scroll set. Either of these could turn out to be a map!
What Is This Book or Scroll Made Of?
Roll 1d, 1d. (Need a die roller?) See Dungeon Fantasy 8 (pp. 27-28) for details. Then roll another 1d. (Need a die roller?) On a 5-6, the cover or carrying case of the text is also decorated: refer to the Embellishments tables, also in Dungeon Fantasy 8.
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How Long Is This Book or Scroll?
Roll 1d. (Need a die roller?) Subtract two for scrolls.
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How Hard Is It To Interpret?
Roll 1d. (Need a die roller?) The “Modifiers” refer to the skill roll needed to interpret the text. “Adventure” means that it’s simply not possible for the PCs to interpret it at this stage – instead, they need to undertake an Adventure in order to acquire the means to do so.
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Contents
Once the PCs have managed to read the text (or have taken it to someone who can), roll to determine what it actually says.
What Does This Text Contain?
Roll 1d, or 1d, 1d, and consult the rows appropriate to the text’s length. (Need a die roller?) Don’t roll until you’ve deciphered the text!
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Maps – Map Contents
Roll 1d, 1d. (Need a die roller?)
* Feel free to roll up an appropriate Explore adventure! |
Maps – Map Quality
Roll 1d. (Need a die roller?)
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Texts with Charged Spells
Anyone who can read the text can attempt to cast the charged spell. Whether successful or not, any such attempt destroys the relevant part of the text.
To attempt to cast a charged spell, roll against IQ at the penalty specified on the table below. Skills like Thaumatology, Occultism, Religious Ritual, and similar can be use instead. Magery and Clerical Investment both provide their usual bonuses; other supernatural traits may also provide bonuses, at the group’s discretion. Success casts the spell, at no energy cost to the caster. Failure has no effect, except for destroying the relevant part of the text. Critical successes and critical failures have their usual results, as for normal spellcasting.
How Powerful is the Spell?
Roll 3d and subtract Peril. (Need a die roller?)
* These values are largely theoretical. In practice, charged spells are exceptionally difficult to sell: in most cases PCs should either use the spell themselves, or else face a very difficult time finding the right buyer. |
Spell Type
Roll 1d. (Need a die roller?)
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Offensive Spells
Roll 1d, 1d, 1d. (Need a die roller?)
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Defensive Spells
Roll 1d, 1d, 1d. (Need a die roller?) Treat “Always on” as “cast”
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Alteration Spells
Roll 1d, 1d, 1d. (Need a die roller?) Treat “Always on” as “cast”
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Environmental Spells
Roll 1d, 1d, 1d. (Need a die roller?) Treat “Always on” as “cast”
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Influence Spells
Roll 1d, 1d. (Need a die roller?) Treat “Always on” as “cast”
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