Infusions
The arcanist learns a number of infusions as they gain levels.
When you place an infusion on an item, you select one of the three infusion options to place on the item. Once you reach 10th level, you can place two instead of one infusion option from that infusion on the item.
An infused item counts as a magical item that requires attunement. Each infusion can only be placed on certain types of items as described in the description for each infusion. A creature that is attuned to the items gains the abilities of the item. When an infusion refers to the creator’s Intelligence modifier it refers to your Intelligence modifier regardless of whether you use the item yourself or give it to another creature to use.
If an infusion calls for a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier
Alchemical Cauldron
You enchant a cauldron with alchemical magic. The alchemical cauldron creates alchemical liquids, which can be used directly from the cauldron or transferred to other suitable containers. If you have a set of alchemist’s supplies, you can provide suitable containers automatically to store the alchemical liquids you create using the alchemical cauldron.
The cauldron has the following infusion options:
Remedy’s Cauldron. During a short rest, you can use the cauldron to create one salve. The salve lasts until it is used or until you use this feature to create another salve. As an action, a creature can apply the salve to itself or another creature to end an effect that causes one of the following conditions: diseased, blinded, confused, deafened, fatigued, paralyzed, poisoned, stunned, or weakened.
Chemist’s Brewer. You can, when you finish a long rest, have the item magically produce a number of volatile alchemical weapons (such as the alchemist’s fire) equal to the creator’s intelligence modifier. These are especially volatile and become useless after your next long rest. If you can cast spells, these special alchemical items use your spell save DC in place of their normal DC for related saving throws.
Experimental Boiler. Whenever you finish a long rest, you can magically produce two experimental elixirs. Roll 1d6 on the Experimental Elixir table below for each elixir’s effect. The effect is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can also create additional experimental elixirs by using a spell slot of 1st level or higher. When you do so, you use a minute to create the elixir, and you choose the elixir’s effect from the Experimental Elixir list. If you use a spell slot of 2nd level or higher, you you create one additional experimental elixir of the same type for each spell slot above 1st. An elixir you create with this feature lasts until it is consumed or until the end of your next long rest.
Arcane Armour
You infuse a piece of armour with magical glyphs, runes and sigils. The arcane armour can be used as a spellcasting focus. The armour has the following infusion options:
Eldritch Armour. While wielding this armour, you ignore spell failure from armour when you cast spells.
Second-skin Armour. If the armour normally has a Strength requirement, the arcane armour forgoes this requirement and if the armour normally imposes disadvantage on Dexterity (stealth) or Strength (athletics) checks to climb or swim, the armour does not do that. You can doff or don the armour as an action. Further the armour attaches to its wearer so it can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armour also replaces any missing limbs, functioning identically to a limb it replaces.
Spell Absorbing Armour. When you take damage from a spell, you can use a reaction to take no damage from the spell instead. This ability can be used once between long rests.
Arcane Cannon
You infuse a weapon with the trigger property with magic. The arcane cannon can be used as a spellcasting focus.
The cannon has the following infusion options:
Flame Cannon. You can use a bonus action to activate the weapon’s flame cannon for 1 minute. When activated and as a bonus action on subsequent turns, you can make the cannon exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Once you activate the flame cannon, you can’t do so again until you finish a long rest or you expend a spell slot to activate it again. If you use a spell slot to activate the flame cannon, the fire damage instead becomes 1d6 + 1d6 per level of the spell slot expended.
Force Cannon. You can use a bonus action to activate the weapon’s force cannon for 1 minute. When activated and as a bonus action on subsequent turns, you can make a ranged attack with the cannon targeting one creature or object within 120 feet of you. On a hit, the target takes 1d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from you. Once you activate a force cannon, you can’t do so again until you finish a long rest or you expend a spell slot to activate it again. If you use a spell slot to activate the force cannon, the damage instead becomes 1d8 per level of the spell slot expended.
Specialised Function. If this weapon has the loading property, its normal and long range is doubled. And if the weapon has the reload property, the weapon can be fired two additional times before it needs to be reloaded (e.g. reload [1] becomes reload [3]).
Clearsighted Headpiece
You imbue a helm, googles or headband with the ability to see clearly.
The headpiece has the following infusion options:
Headpiece of Awareness. While wearing this helmet, you have advantage on initiative rolls. In addition, you can’t be surprised as long as you are not incapacitated.
Headpiece of the Night. While wearing this headpiece, you can see in darkness and dim light as if it was bright light out to a range of 30 feet.
Headpiece of Wisdom. While wearing this headpiece, your Wisdom score becomes equal to the creator’s Intelligence score.
Empowered Armour
You can empower a piece of armour with magical strength. The armour has the following infusion options:
Magic Armour. You gain a +1 bonus to Armor Class while wearing this armour.
Enlarged Armour. Your size is large while wearing this armour. Further, when you make a Strength ability check or Saving throw, you can add a bonus to the roll equal to the creator’s Intelligence modifier.
Weapon Gauntlets. The armour includes gauntlets that can be used as knuckle gloves. You are proficient with these the knuckle gloves. These special knuckle gloves deal 1d8 bludgeoning damage on a hit and have the finesse and thrown (20/60) weapon properties. When thrown, the gauntlet detaches and flies to your target, then immediately returns and reattaches.
Enhanced Shot
You imbue special magic into a ranged weapon of your choice with the ammunition property.
The weapon has the following infusion options:
Shoulder Mount. This weapon is part of an armour the creator provided when infusing this weapon. The weapon is part of the armour, and you can make attacks with the weapon while wearing the armour. You can control the weapon mentally. While attuned to this armour and weapon, you can make attacks with the weapon without holding the weapon leaving your hands free to do other things.
Magic Loader. This weapon produces its own magic ammunition when you load it. On a hit, this weapon deals 1d10 fire, force, lightning, or radiant damage (chosen when the item is infused). The ammunition created by the weapon vanishes the instant after it hits or misses a target. In addition, if the weapon has the loading property, the wielder can ignore this property.
Forceful. Once per turn, the wielder can push a creature that is hit by this weapon up to 10 feet away from the wielder.
Homunculus Servant
You know how to create a special homunculus servant (see the template below). Creating this infusion requires a gem worth at least 100gp and a drop of blood from a humanoid. The homunculus servant takes on a disfigured humanoid shape resembling the creature that provided the blood. Only the creature whose blood was used to create the homunculus can attune to it.
The homunculus acts independently of you, but it always obeys your commands. In combat, the homunculus takes its turn immediately after your turn. You can also use an action on your turn to see and hear what the homunculus sees and hears until the beginning of your next turn.
The homunculus has the following infusion options:
Restorative Servant. When the homunculus takes damage, you can, as a reaction, expend a spell slot to immediately heal the homunculus. The homunculus heals 2d8 per level of the spell slot you expend.
Spell Servant. You can cast any of your spells through the homunculus as if you were in the homunculus’ space.
Winged Servant. The homunculus has 40 feet fly speed and it doesn't provoke opportunity attacks when it moves out of an enemy's reach.
Infused weapon
You imbue magic into a weapon of your choice. The weapon has the following infusion options:
Elemental Weapon. As a bonus action, you can imbue the weapon with one of the following damage types: acid, cold, fire, lightning, thunder, poison (chosen when the weapon is infused) for 1 minute. For the duration, you deal an additional 1d6 damage of the chosen type the first time you hit a creature with the weapon on each turn. You can use this ability once between short or long rests.
Magic Weapon. This magic weapon grants you a +1 bonus to attack and damage rolls made with it.
Sorcerous Weapon. If you can cast spells, you can use your spellcasting ability modifier instead of Strength or Dexterity modifier, for the attack and damage rolls with this weapon.
Keen weapon
You imbue one weapon that deals slashing damage with magical sharpness.
The weapon has the following infusion options:
Keen Edge. This weapon ignores resistance to slashing damage. The weapon also has the piercing weapon proporty.
Sharpened Weapon. This magic weapon grants you a +1 bonus to attack and damage rolls made with it.
Vorpal Critical. When you hit a creature with this weapon and rolled 15 or higher on the d20, you may have that attack be a critical hit instead. You can use this ability can be used once between short or long rests.
Luggage
You imbue one chest or backpack with magic to help the traveller. Attuning to the Luggage does not count towards the maximum number of magic items a creature can be attuned to.
The luggage has the following infusion options:
Luggage of Holding. This luggage has an interior space considerably larger than its outside dimensions. No matter the outside dimensions, the luggage can hold up to 1000 pounds, not exceeding a volume of 200 cubic feet. The luggage weighs the same, regardless of its contents. You can retrieve an item from the luggage as an action. If the luggage is turned inside out or destroyed, its contents spill forth, unharmed, but the luggage must be put right before it can be used again. Living creatures are automatically spilled forth unharmed if they are placed in the luggage.
Many-Pockets. This luggage contains extra spaces folded on top of each other. Whenever you open this luggage, you may speak one of nine command words. Each command word is associated with one extra-dimensional space inside the luggage. Each of these extra-dimensional spaces have a volume of 4 by 4 by 1 feet. If you speak a command word before opening this luggage, the luggage instead links to the associated extra-dimensional space. If no command word is spoken, the luggage opens as normal. The luggage weighs the same, regardless of any contents put in one of the extra-dimensional spaces. If the luggage is destroyed, its contents spill forth, unharmed. Living creatures are automatically spilled forth unharmed if they are placed in the luggage.
Travelling Luggage. The luggage is imbued with the ability to move and is able to manipulate items. The luggage will follow you unless you speak a command word to keep the luggage in place. When you speak the command word, the luggage stays in place until another command word is spoken by you. You can command the luggage to take simple actions such as ‘following me’, ‘picking that up’, or ‘stand over there’. If the luggage is destroyed, it reforms itself again after 10 minutes.
Magic Cloak
You imbue a cloak or hooded clothes with useful magic. Pulling the hood up or down requires a bonus action. The cloak has the following infusion options:
Cloak of Hiding. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colours shifts to camouflage you.
Cloak of the Ray. While wearing this cloak with its hood up, you can breathe underwater, and you have 60 feet swim speed.
Cloak of Teleportation. While wearing this cloak with the hood up, you can use an action to teleport. You can teleport to any other spot within 100 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as ‘20 feet straight downward’ or ‘upward to the northwest at a 45- degree angle, 30 feet.’ If you would arrive in a place already occupied by an object or a creature, you take 4d6 force damage, and the cloak fails to teleport you. This ability can be used once between long rests.
Magic Quill
You can create a magic quill. The quill doesn’t require ink. When you write with it, it produces ink in a colour of your choice. You can erase anything you write with the quill if you wave the quill over the text as a bonus action, provided the text is within 5 feet of you. You must be a spellcaster to attune to the magic quill.
The quill has the following infusion options:
Assistive Quill. Once between long rests, you can use the quill to automatically succeed on any one ability check that involves writing (such as forging a document or writing a speech).
Scroll Quill. When you finish a long rest, you can choose one 1st level spell from any spell list. You create a temporary spell scroll of this spell. This special item can be activated like a spell scroll and lasts until it is activated to cast the spell or until the attuned creature finishes another long rest. You can activate this temporary spell scroll as if the spell was on your class spell list. If you are a spellcaster, you can also use the quill to cast a spell on a piece of parchment, a stone tablet, or similar, storing the spell as a temporary spell scroll. This spell lasts until the scroll is activated to cast the spell or until you finish a long rest.
Weapon Quill. You can turn the quill into a magic weapon. As a bonus action, the quill becomes hard as metal and hovers around you allowing you to mentally command it. Treat the quill as a magic dart that returns to your space and hovers around the you after each attack. When you use this ability, and as a bonus action on subsequent turns, you can make a spell attack with the quill against a target within range. This effect lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). Once you activate the weapon quill, you can’t do so again until you finish a short or long rest or you use a spell slot to activate it again. If you use a spell slot to activate the quill, the effect lasts 10 minutes for each spell slot level or until you lose concentration.
Power Gauntlets
You infuse gauntlets with weaponised energy. These gauntlets can be used as knuckle gloves.
The gauntlets have the following infusion options:
Titan Fists. While wearing these gauntlets, your strength score becomes equal to the creator’s Intelligence score.
Lightning Launcher. A gemlike node that is built into the gauntlets’ armoured fists. It counts as a simple ranged weapon with the range (60/180) that you are proficient with. The weapon deals 1d12 lightning damage on a hit. The launcher also has a number of charges equal to the creator’s intelligence modifier. You can use a charge to make an attack with the lightning launcher as a bonus action. The item regains all expended charges when you finish a long rest.
Thunder Gauntlet. When you make a melee attack with the gauntlets, you deal an additional 1d6 thunder damage on a hit. A creature hit by the thunder gauntlet is also moved up to 5 ft away from you.
Powerful Spellfocus
You can enchant a spellfocus with magical properties to help your spellcasting. The spellfocus has the following infusion options:
Focused Power. While wielding this focus, you can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. This ability can be used once between long rests.
Focused Mind. The infused item can send a jolt to the wearer to refocus their mind. The item has a number of charges equal to the creator’s Intelligence modifier. Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 1 of the item’s charges to succeed instead. The item regains all expended charges when you finish a long rest.
Focused Spell. When the wielder casts a spell, the targets do not benefit from advantage on their saving throw against this spell if they had it. You can use this ability once between short and long rests.
Protective Armour
You can imbue a piece of armour or a shield with magical protection.
The armour has the following infusion options:
Armor of Resistance. While wearing this armour or wielding this shield, you have resistance to one of the following damage types: acid, cold, fire, lightning, poison, or thunder (chosen when the item is infused).
Magic Armour. You gain a +1 bonus to Armor Class while wearing this armour or wielding this shield.
Repelling Armour. The armour or shield has a number of charges equal to the creator’s Intelligence modifier. While wearing or wielding it, you can use a reaction immediately after being hit by a melee attack to expend 1 of the charges and push the attacker up to 15 feet away. The armour or shield regains all expended charges when you finish a long rest.
Protective Brooch
You enchant one amulet with protective magic. The amulet has the following infusion options:
Amulet of Health. While wearing this amulet, your Constitution score becomes equal to the creator’s Intelligence score.
Amulet of Protection. You gain a +1 bonus to all saving throws while it wears this amulet.
Amulet of Resistance. While wearing this amulet, a creature has resistance to one of the following damage types: force, necrotic, psychic, or radiant (chosen when the item is infused).
Prototype Construct
You can imbue a specially prepared construct worth at least 100gp with life. This infusion grants you a prototype construct using the prototype construct template (see below). You must be a spellcaster to attune to the prototype construct.
The prototype construct acts independently of you, but it always obeys your commands. In combat, the prototype construct takes its turn immediately after your turn.
The prototype has the following infusion options:
Weapon Platform. Your construct has several legs and receives a climbing speed equal to its walking speed and has the ability to move up, down, and across vertical surfaces and upside down along ceilings. The construct also carries a special cannon that you can activate on your turn as a bonus action or action if you are within 60 feet of the construct. Whenever you fire the cannon, make a spell attack using your spell attack bonus instead of the construct’s. The attack has a range of 300 feet and on a hit, the cannon deals 3d12 thunder damage. Once fired, the cannon cannot fire again until you finish a long rest or until you expend a spell slot as an action when you touch the cannon to reload it. When you reload the cannon with a spell slot of 2nd level or higher, the cannon deals an additional 1d12 thunder damage on a hit for each spell slot level above 1st.
Golem. The construct’s strength score becomes 16 instead of 12. The construct has hands which it can it can also use to make attacks. As an action, the construct can make two iron slam attacks instead of its Iron Bite attack:
Iron Slam. Melee Attack, reach 5 feet, one target. Hit: 1d4 bludgeoning damage.
Protector. The construct can as an action emit a burst of protective energy that protects itself and each creature of your choice within 10 feet of it with a special ward. The ward has hit points equal to twice your level + the creator’s Intelligence modifier and lasts until the end of the construct’s next turn. Whenever a protected target takes damage, the ward takes the damage instead. If this damage reduces a ward to 0 hit points, the target takes any remaining damage. If the target is ever more than 10 feet from the construct, it also loses the ward’s protection. The construct can use this ability once between short or long rests.
Radiant Blade
You imbue one one-handed parry weapon with intense radiant light. The weapon has the following infusion options:
Blinding blade. The weapon has 3 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw. A creature that has disadvantage on perception checks in bright light also has disadvantage on this saving throw. The weapon regains the charges when you finish a long rest.
Brightforged Weapon. This magic weapon grants a +1 bonus to attack and damage rolls made with it.
Sunblade. This item appears to be a hilt only. While wielding the hilt, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic weapon has the finesse property and deals radiant damage instead of slashing or piercing damage. While the blade is in existence, the weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Runic Staff
You know how to infuse a staff with the rune magic of ancient giants. The staff can be used as a spellcasting focus.
The staff has the following infusion options:
Fate Rune. When another creature you can see within 30 feet of you hits a creature with an attack roll or succeeds on a saving throw, you can use a reaction to force a reroll of the d20 and the triggering creature must use the new roll. This ability can be used once between long rests.
Luck Rune. When you fail an ability check, attack roll or a saving throw, you can use a reaction to reroll the d20. you must use the new roll. This ability can be used once between short or long rests.
Runic Shield. When you take damage, you can use a reaction to gain resistance to that damage and all damage you takes until the beginning of your next turn. This ability can be used once between long rests.
Slithering Rope
You enchant a rope with the ability to move magically. The rope cannot be longer than 60 feet. It has AC 20, 20 hit points, and it regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it reforms after 1 hour instead. The rope has the following infusion options:
Entangling Rope. When you hold one end of the rope, you can use an action to speak its command word, the other end then darts forward to entangle a creature you can see within 20 feet of the other end of the rope. The target must succeed on a Dexterity saving throw or become restrained by the rope. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a Strength or Dexterity saving throw (its choice). On a success, the creature is no longer restrained by the rope.
Rope of Climbing. When you hold one end of the rope, you can use an action to speak a command word to animate the rope. As a bonus action, you can command the other end to move toward a destination of your choice that you can see. The end of the rope moves 10 feet on your turn when commanded and 10 feet on each of your subsequent turns until reaching its destination, or you command it to stop (no action required). You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
Shackling Rope. You can use an action to have this rope tie up an incapacitated creature. The rope adjusts to fit a creature of Small to Large size. The rope restrains the creature, though you may decide that the creature’s feet are free allowing the creature to retain its speed while restrained by the rope. A restrained creature cannot deal damage to the rope in any way. In addition, the rope prevents a creature bound by it from using any method of extradimensional movement, including teleportation or travelling to a different plane of existence. Though, the rope does not prevent the creature from passing through an interdimensional portal. You and any creature designated by you, when the rope is used to bind a creature, can use an action to remove the rope again. Once every day, the bound creature can make a DC 30 Strength or Dexterity saving throw. On a success, the creature breaks free.
Telepath’s Crown
You enchant a helm or headband with magic. The headpiece has the following infusion options:
Crown of Charisma. While wearing this headpiece, your Charisma score becomes equal to the creator’s Intelligence score.
Crown of Telepathy. While wearing this headpiece, you can cast the minor telepathy cantrip as a bonus action. The helm can also cast detect thought once between short or long rests.
Thought Shield. While wearing this headpiece, you are immune to magic which allows other creatures to read your thoughts, determine whether you are lying, or know your creature type. Other creatures can communicate telepathically with you only if you allow it.
Tempest Weapon
You imbue one weapon with the properties of gale storms. The weapon has the following infusion options:
Returning Weapon. Once per turn, when this weapon is used to make a ranged attack, it immediately returns to your hand. The weapon must have the thrown property to gain this effect.
Stormforged Weapon. This magic weapon grants a +1 bonus to attack and damage rolls made with it.
Thundering Weapon. The weapon has a number of charges equal to the creator’s Intelligence modifier. When you hit a creature with this weapon, you can expend a charge to deal an additional 2d8 lightning or thunder damage to the target (chosen when the weapon is infused). The weapon regains the charges when you finish a long rest.
Traveller’s Boots
You infuse a pair of boots with magic to help the traveller. The item has the following infusion options:
Boots of Flying. While you wear these boots, you can use an action to get a flying speed equal to your walking speed for up to 1 hour. You can use this ability once between long rests.
Boots of Haste. These boots have 3 charges. While you wear these boots, you can use one charge as a bonus action and click the boots’ heels together. If you do, the boots double your walking speed for 1 minute, and any creature that makes an opportunity attack against you for this duration has disadvantage on the attack roll.
Boots of Water Walking. While wearing these boots, you can stand on and move across any liquid surface as if it were solid ground.
Necrotic Talisman
You infuse an amulet with dark magic. While you wear the amulet, you can infuse your unarmed strikes with necrotic energy as a bonus action until you use another bonus action to end the effect. For the duration, unarmed strikes use the creator’s Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls and the damage dice changes to 1d6 necrotic damage.
The amulet has the following infusion options:
Dark Magic. When you cast a spell that deals damage, you can change its damage to necrotic damage for that casting. You can use this ability once between short or long rests. When you use this ability, the spell also counts as a necromancy spell for this casting.
Necrotic Surge. When you hit a creature with an attack that deals necrotic damage, you can have the attack deal an additional 1d10 necrotic damage. You can use this ability twice between short or long rests.
Undead Vigour. As an action, you can touch yourself or an undead creature. The target magically regains a number of hit points at the end of its turn equal to the creator’s intelligence modifier. This effect lasts up to a minute or until the target’s current hit points equal its maximum hit points. You can use this ability once between long rests.
Warmage’s Focus
You infuse spellcasting focus wand or staff to create a warmage’s focus. You must be a spellcaster to attune to the warmage’s focus. The wand has the following infusion options:
Magic Focus. While holding this spell focus, you gains a +1 bonus to spell attack rolls. In addition, you can also ignore half cover when making spell attacks.
Spellslinger’s Focus. When you cast a cantrip that requires a spell attack roll, you can immediately spend a bonus action to cast this cantrip again. You can use this ability once between short or long rests.
War Focus. When you cast a spell, you can immediately deal 1d4+your spellcasting ability modifier force damage to one creature within 30 feet. You can use this ability up to a number of times equal to the creator’s intelligence modifier.
Weapon of Speed
You enchant one weapon with magical speed. The weapon has the following infusion options:
Weapon of Many Strikes. You can attack with this weapon twice, instead of once, whenever you take the Attack action on your turn. This ability does not stack with the extra attack feature.
Weapon of Sudden Strikes. Wielding this weapon, you can use a reaction to make an attack against any creature that attacks you. This attack is resolved before the triggering attack. You can use this ability once between short or long rests.
Weapon of Swift Strikes. This weapon has a number of charges equal to the creator’s Intelligence modifier. On each of your turns, you can expend a charge as a bonus action to make one attack with this weapon. This attack has advantage. The weapon regains these charges when you finish a long rest.
Note on temporary spell scrolls
Temporary spell scrolls are not real spell scrolls. Meaning, wizards cannot scribe these spells into their spell books
The scrivener’s temporary spell scrolls are semi-intelligible scribbles and momentary notes of magic potential. While any creature that can cast spells from scrolls can cast these spell as if they were spell scroll, the magic contained in the spell scrolls is only contextually tangible and would become useless if a wizard tried to copy the notes to their spellbook.