drawn from the ruins of Serpent-Spired Kovoruk and a few other, lesser ruins;
their contents form the core of many extant schools of magic,
all expanding on the truths perceived in colours.
True chromatic scrolls are rumoured to hold secrets still,
hidden within the subtle play of hue and shade
that make up the colour of their fabric,
that strange substance; translucent,
as if vellum were made of horn,
and picked across the surface in dizzying calligraphy.
The Red Scroll
* Inflamed: Target’s passions run hot; they are reckless and impulsive, +1 Init, -1 Wis tests. 2d4 actions.
* Bloodquench: Cure fever or inflamed wound or burns (1d4/lvl).
* Rebuking Ember: Burning blade-bolt inflicts 1d6/lvl.
The Orange Scroll
* Eureka!: Sudden inspiration grants +1 / 2 lvls on next non-combat task that requires a roll.
* Ochre Defiance: +3 to tests against Fear and related effects as confidence abounds. 1 hr.
* Wishes: Discern the dreams or goals of a target, or what inspires them to act.
The Yellow Scroll
* Sunshine: Creates a traveling patch of light, 10’ rad., that is warm sunlight in every way. 4 hrs.
* Principle of Motion: Energized and light as air, one subject can act twice on their next turn; +1 action / 3 lvls.
* Memory Box: Recall an event or knowledge with perfect clarity; share with 1d4 other minds if desired.
The Green Scroll
* Cornucopia: Causes a plant to sprout nourishing fruit/tubers/other growths; 1d3+1 rations. Only once/season per plant.
* Verdant Touch: Heals 1d4+1 / 2 lvls for one, or 1d3/3 lvls for up to four.
* Fortuna: A touch of luck for one’s endeavours; reroll one failure. 6 hrs.
The Blue Scroll
* Rainspring: Summons rain, or pulls a spring to the surface. 1d6 hrs. Initial burst optionally inflicts 1d4/3 lvls of damage to one target.
* Tranquility: 3d4 subjects must make a Wis test to act in a hostile or violent manner. 1 hr.
* Cleansing: Washes away stains and dirt, including inside; purges poison, +3 to Save against next instance.
The Indigo Scroll
* Mindwhispers: Communicate with mental speech with up to 6 individuals, 100 ft. range. 1 hr.
* Worlds Beyond: Sense spirits, incorporeal beings, and enchantments in 40’ rad. 10 min.
* The Forking Road: Grants a vision of several possible futures based on present desires and actions.
The Violet Scroll
* Majesty: Cloaked in an aura of authority, gain +4 to Cha tests. 1 hr. Some may question their response later.
* Unseen Sense: +1 / 2 lvls to detect details, Saves vs suddenly sprung traps, etc; cannot be surprised. 1 hr, once a day.
* Entourage: Conjures 2d3 aethereal knights (1 HD, AC 14, 1d6, ML 12) to serve for one battle.
The Rose Scroll
* Heartbeat: Sense the emotional state of up to 6 beings in eyeshot. 10 min.
* Of Good Intent: +2 to Reaction and Morale tests if you are genuinely wanting to be allies or otherwise beneficial.
* Wordless: Communicate intuitively with another for 1 hr; you both simply understand each other.
The Brown Scroll
* Earthscales: Skin hardens to mosaic of tawny pebbles, giving +3 AC and resistance to fire. One conflict.
* One’s Own Hearth: Raises dome from soil, stone, etc that shelters up to 6 comfortably; warming hearth-space, protects against the elements. 8 hrs.
* Oathkeep: If an oath made under this be broken, the oathbreaker is -3 for all stats until atonement.
The Black Scroll
* Hexshatter: Removes a curse, hex, or malenchantment. Efficiacy increases as lvl increases.
* Dark Boundary: One subject, or a stationary area 10’/lvl, is warded against otherworldly incursion or influence. 2 hrs, + 1/lvl for area wards.
* Night’s Abjure: Incoming magics fail 2-in-6, increasing +1-in-6/2 lvls. 1 action + 1 / 2 lvls.
The White Scroll
* Hoarfrost: 1d4+1 targets cloaked in shells of frost; 1d4/lvl, and -2 on all tests and Saves for following 2 actions.
* Knell: Grant vision of implacable demise to 2d4 targets, forcing a Morale test as if ML was 2 lower.
* The Pearl: Removes mental influences and paralysis; +1 to Saves against similar for 24 hrs.
The Grey Scroll
* Dream-Passage: Up to 4 sleep for 8 hrs, waking in a known location that is not where they slept.
* Hidden Moon: Give a thing to the moon; it disappears, and can be retrieved when that phase comes again.
* The Well Inside: Gain insight of a specific profession or calling for 24 hrs; it is considered thematic (for tests or Save bonuses). This spell requires an hour’s meditation.
Carrying an original Scroll on one's person grants the ability to cast one of its spells at +2 level where applicable, and with -2 to Save against it, a number of times a day equal to the bearer's Wis modifier.
If 'modern' colour spells are known to the caster, the above may be applied to those as well, but only +1/-1.
one of Silver,
one of Gold,
and the third
-- breathe it near-silently --
of the blasphemy of the Colourless.