This rule governs how characters interact with spell scrolls, including off-class casting, higher-level spells, wizard copying, and mishaps.

These rules are essentially RAW, but allow for all classes to attempt to use any scroll, and also use the variant mishap rule if you fail.

Casting a Spell Scroll (On-class Use)

If the spell is on your class’s spell list and you can normally cast spells of that level, you may cast the spell without a check.

If the spell is on your class’s list but of a higher level than you can currently cast, you must make a DC 11 ability check using your spellcasting ability:

  • Success: The spell is cast as written.
  • Failure: The spell vanishes from the scroll with no effect.

Casting a Spell Scroll (Off-Class Use)

If the spell is not on your class’s spell list, you must make a skill check to cast it

Make a DC 10 + the spell’s level Arcana or Religion check (player’s choice):

  • Success: The spell is cast as written.
  • Failure: The scroll is consumed and the spell fails with no effect.

Creative Alternatives (Disavantage clause)

If Arcana or Religion don’t apply — or if you offer a compelling narrative explanation — you may attempt to use a different skill with DM approval.

  • Make the check at disadvantage using the same DC.
  • This rewards roleplay and thematic ingenuity.

Spell Scroll Mechanics by Spell Level

Copying a Spell Scroll (Wizard only)

Wizards may copy a spell from a scroll into their spellbook.

Make a DC 10 + the spell’s level Arcana check. On a success, the spell is copied. The scroll is destroyed whether or not you succeed.

Standard costs and time apply, and the spell must be one the wizard is able to record.

Scroll Mishap Variant Rule (Optional)

If a character fails to cast a spell scroll, they must make a DC 10 Intelligence saving throw. On a failure, roll on the Scroll Mishap Table:

Scroll Mishap Table

d6Result
1A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2The spell affects the caster or a random ally nearby instead of the intended target.
3The spell affects a random location within its range.
4The spell produces a contrary but harmless effect (e.g., fireball creates harmless cold).
5The caster suffers a minor but bizarre effect related to the spell (e.g., smoke from ears). Lasts for the spell’s duration or 1d10 minutes.
6The spell activates after 1d12 hours. If the caster was the intended target, it takes effect normally. Otherwise, it launches in the spell’s direction (up to max range).