Wallace and Gromit curse: fact or fiction?

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Wallace and Gromit Curse of the Were-Rabbit is a British stop-motion animated comedy film directed by Nick Park and Steve Box. It was released in 2005 and is the first full-length film featuring the characters Wallace and Gromit, who are beloved icons in British popular culture. The movie follows Wallace, an eccentric inventor, and his loyal dog Gromit as they operate a humane pest control business called "Anti-Pesto." Their mission is to protect the town's vegetable gardens from rabbits. However, as the town prepares for the annual Giant Vegetable Competition, a new threat emerges - a giant rabbit terrorizing the town's crops at night. In their quest to capture the mysterious creature, Wallace and Gromit stumble upon a scientific solution to control the pesky rabbits.


Artificers love spell scrolls because several of their class features synergize with them. An Infusion named Enhanced Arcane Focus (from level two) gives Artificers a +1 bonus to spell attack roll spells. The bonus rises to +2 at level ten. Activating a spell scroll means the user is casting a spell, so spell scrolls apply with Enhanced Arcane Focus.

Magic Item Adept at level ten allows you to craft spell scrolls with up to third-level spells uncommon rarity in a quarter of the time and half the cost. The sample complications have a one out of six chance that your spell instead becomes a random spell of the same level, which means that the higher level spell you have, the higher chance you have to get a wrong spell.

Dnd magical scrolls

In their quest to capture the mysterious creature, Wallace and Gromit stumble upon a scientific solution to control the pesky rabbits. They invent a mind-altering machine named the "Mind-O-Matic" that can turn the rabbits into obedient creatures. However, during a test run, something goes wrong, and Wallace accidentally ends up getting affected by his own invention.

DnD 5E Complete Guide to Spell Scrolls

Spell scrolls are a consumable item in D&D 5E which allow you to cast different spells. Some are found in dungeons, whereas others might be bought. They are often left unused, forgotten about and collecting dust at the bottom of the party’s inventory, or hoarded until the end of the campaign.

We believe spell scrolls should be used more. This guide will discuss how to use and obtain spell scrolls, as well as why you should seek them out, and what kinds of spell scrolls you should be looking for. Hopefully this will show you why scrolls are great, and that you should actually use scrolls as often as you can!

Spell Scroll Usage

A spell scroll contains a single spell which is only readable and usable if the spell is on whatever spell list that is used by your class. For a Cleric this would mean the spell must be on the Cleric spell list, whereas an Arcane Trickster Rogue requires the spell to be on the Wizard spell list. You can cast its spell without providing any material components by reading it using the scribed spell’s normal casting time. The scroll’s spell level determines its DC or bonus to attack.

If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability modifier to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

A variant rule which adds to the consequences of failing this check is Scroll Mishaps. Once you fail, you have to make a DC 10 Intelligence saving throw, and if you fail you roll on the Scroll Mishaps table. This table sounds worse than it is, as you would have already wasted the scroll anyway, it happens quite infrequently (you need to fail the check and the save) and most of its effects are not too awful. In general we recommend against using spell scrolls of a higher level than you can cast except when it is absolutely necessary anyway, and this variant rule is a negligible factor in that assessment.

Obtaining Spell Scrolls

You can obtain spell scrolls from looting defeated enemies or in treasure hoards and the like, or you can scribe scrolls yourself. You either get a spell scroll of your DM’s choice in something like a treasure hoard or you yourself create one. If your DM is using the Dungeon Master’s Guide treasure tables, spell scrolls will appear roughly as often as potions of healing. Obtaining scrolls this way is fairly reliable in quantity, but not quality: the choice of spell is obviously going to be randomized, so it’s somewhat difficult to work with.

Scribing scrolls yourself is more reliable, as you can pick the spell you want to scribe. Scribing a Spell Scroll is a downtime activity described in Xanathar’s Guide To Everything (XGE) which can take anywhere from 1 day to 48 workweeks and costs between 15 and 250,000 gp depending on the level of spell you want to scribe. To scribe a spell scroll you need to have the spell prepared, or it must be among your known spells, which is different from using the scroll, which only requires that you have the spell on your class’ spell list. Additionally you need to have proficiency in the Arcana skill and provide the material components that the spell requires.

No matter your world’s calendar, mechanically a workweek means 5 days. Each day that you want to count towards finishing your scroll you are required to spend at least 8 hours engaged in scribing your spell. The good thing is that these days do not have to be consecutive. The amount of time you can take off can however not be more than twice the time required, i.e. you are allowed to have a total break time of 5 days for scribing a spell that takes 3 days to finish.

Depending on whether your table sees scribing down spell scrolls as light activity, you could get more out of your day if you also want to progress scribing down a spell. As part of a long rest you can spend two hours performing light activity, or eight hours for a Pact of the Tome Warlock with the Aspect of the Moon Invocation, which would be a great way to free up more time for adventuring.

Another way to allow for more time adventuring is through the Order of Scribes’ level 10 feature: Master Scrivener. This feature allows you to halve the gold and time you must spend to make spell scroll. An elf could make a scroll every long rest while others are dreaming! That is the dream… if elves dreamt. Similarly, the Artificer’s Magic Item Adept feature reduces the crafting time for magic items with a rarity of common or uncommon to a quarter of its typical crafting time, and halves the cost. This also applies to spell scrolls of up to 3rd level.

What is the Appeal of Scrolls?

The first and foremost benefit is the conservation of resources, i.e. spell slots. While the creation of spell scrolls costs both money and time, there is little reason not to scribe good spells down for later use if you can afford them. Capitalizing on spell slots you conserved to better prepare yourself for challenging future adventuring days is the same principle as rest casting, but over a longer period of time. D&D is a game of resources, and the better you can use them, the better your character will feel in play.

Compared to items like pearls of power or spell gems, spell scrolls are cheap, more reliably accessible, and lack the attunement requirement, making them a significantly more appealing option if available.

Warlock is a prime example of a class that is great at utilizing spell scrolls. Most lower level spells for Warlock quickly become redundant or outclassed by other options, but this does not mean they are bad spells. Examples for this will follow later.

Another similar case is the Paladin, but with different reasons to use scrolls. Paladins have a limited amount of spell slots, which many people would call “smite slots,” but we at Tabletop Builds disagree with this notion, as spells can be incredibly powerful. Smite might sometimes be good, but spells should never be disregarded. However, if Paladins get the ability to cast these spells without spell slots through spell scrolls, this is a win-win, as you can do more of both!

Secondly, scribing down spells can help out your party in a couple of ways. One way to do this would be to scribe scrolls for your fellow players that make use of things like ritual books, tomes and spellbooks, as they could copy them down to add them to their repertoire for repeated use. Another way would be to create scrolls for people that have the spells in their spell list, but not known or prepared, as this too could add to their abilities.

Thirdly—this is especially the case for prepared casters—scribing scrolls can allow you to swap out niche spells, or ones that you do not use often for better options. This is a harder pill to swallow for known casters, as it might be quite a while before you can cast these spells again if you run out of spell scrolls, but for prepared casters this should really be something you keep in mind. We’ll list out a bunch of options in the next section.

Last but not least is a fun side benefit of scrolls; they cannot be counterspelled as spells from magical items don’t require any components except if stated otherwise! Counterspell states you take the reaction when you see a creature within 60 feet of you casting a spell, but this is impossible when components aren’t used, as with spell scrolls. This might not often come up, but it is very nice, especially if your DM is known for counterspelling your party casting revivify. For the rules on magic items see the Dungeon’s Master Guide (p. 141), and for spell perceiving Xanathar’s Guide to Everything (p. 85).

Which Spells to Scribe

The level of spell scrolls that you should acquire depend heavily on the type of game you play in. One table might frequently allow you to have a day of downtime, whereas another might often have months and another almost none at all. In general, we would recommend against trying to get spells of a higher level than 3 as the price and time spent grow exponentially. Spells up to and including 3rd level are still reasonably affordable, and hopefully your game will allow you to spend some time on creating them.

Additionally, every workweek you spend on a downtime activity brings a 10% chance of a complication. There is an example complication table provided in XGE on which can be rolled, but a DM can also select an option or create their own. The sample complications have a one out of six chance that your spell instead becomes a random spell of the same level, which means that the higher level spell you have, the higher chance you have to get a wrong spell. Below is a summary.

Most 1st level spells are worth being scribed down. Of course, we cannot and do not want to list everything, so keep in mind that this list is not exhaustive, and just mentions some big highlights. Most of these highlights won’t include spells with a save DC or attack roll at all, as these will not be based on your own spellcasting ability but are predetermined by the level of the spell and should generally be avoided, but a few exceptions will be made.

Shield: As stated previously, Warlock especially gets a lot out of spell scrolls because of their limited spell slots that are all high level. A Warlock with The Hexblade Otherworldly Patron or one that has dipped some levels into something like Divine Soul Sorcerer gets great mileage out of shield scrolls (other casters do too, shield is pretty neat!). Shield never loses its great potency, but it is hard to decide to use one of your three synaptic static slots on shield. (Remember that casting a spell from a spell scroll takes the spell’s normal casting time.)

Silvery barbs: An incredible spell which we have fully detailed here. First level spell slots are getting tighter and tighter with new spells being introduced, so having some scrolls on hand helps alleviate some of that. As you’ll likely have another caster in your party who can use a scroll of this, you can even help each other out by sharing your scrolls amongst each other.

Hex: Another Warlock example: hex is generally seen as a bad spell to use spell slots on here at Tabletop Builds, but Warlocks have quite a lot of spells they can prepare, and hex without having to use a slot is not completely terrible if you do not have better things to concentrate on like hypnotic pattern or summon greater demon. (However, do keep in mind that you can also start your mornings with killing an insect with hex and eldritch blast and short resting to get this slot back while keeping up your concentration, but a scroll is more flexible.)

Expeditious retreat: Like hex, this can be a good bonus action when you aren’t using your concentration or don’t want to use another leveled spell. These are situations where you have already cast synaptic static in round one, and need a better angle for your Repelling Blast or when you see the ability to default kill or kite creatures with your now superior movement.

Mage armor: While we normally would recommend you to pick up an armor proficiency through some other means, mage armor is a good spell if this is not doable for your Wizards or Sorcerers. You should first try to just rest cast this spell, but a day of adventuring could take longer than 8 hours, and using 25 gp for a solid boost in AC for the rest of the day is quite worthwhile.

Gift of alacrity: Another good option, though limited to the Wildemount-specific Arcane Traditions of Chronurgy and Graviturgy. This option is quite similar to mage armor where you should usually just rest cast it, but again, in some days this is not something you can accomplish. Technically, for the purpose of using this spell scroll you would run into issues with Rules as Written. Dunamancy spells are not added to your class’ spell list when you are part of either of these Arcane Traditions, even though you can prepare them, and thus the spell scroll would be unusable by you. This seems like an oversight, but talk to your DM whether they would actually allow you to cast this spell after scribing it down (if they don’t, please don’t scribe them either).

Longstrider: Longstrider is a solid 1 hour long non-concentration buff to your movement. Simple and easy to use.

Goodberry: Scribing a goodberry scroll costs the same amount as crafting a potion of healing (and will generally cost less than purchasing one) but is the superior option when used out of combat, healing 10 hit points guaranteed versus 7 on average from the potion.

Another difference is that by Rules as Written, a berry cannot be fed to an ally, whereas a potion of healing can be administered. Your DM might rule it differently though, which would allow you to revive unconscious creatures. For that purpose, the healing difference between 7 average hit points from the potion or 1 hit point from a single berry hardly matters.

Absorb elements: A great spell, and even better when you do not need to use spell slots to use it. One issue that might arise, here and with other reaction spells, like shield, is that you need to be able to read the scroll to use it. If you do not have a free hand to do this, you can remedy this problem by, for example, attaching your spell scroll to your shield or staff or the like. If you have both silvery barbs and shield already, you might not be getting to use this much.

Bless: Clerics and Paladins can make good use of bless scrolls. Clerics get their first level spell slots opened up to cast command more often, and Paladins can actually use their slots for Divine Smite without feeling bad about it. If you have a Cleric in your party with proficiency in Arcana, and you are playing a Paladin, you could even offload the responsibility of scribing to them alone. However, multiple people scribing spells is not bad either.

Healing word: Another direction to look at for Clerics is healing word. Healing word is a spell we generally already recommend against upcasting anyway, so just spending the time and money to get this at first level is not an issue. Additionally, if you have 10 of these, you can also just pick any other great spell on the Cleric spell list instead, as it no longer needs to clog up your prepared spells for the off chance someone goes unconscious. An additional spell prepared is worth a lot more than a few gold pieces and time if they are available to you (the same idea works for something like a Druid).

Web, entangle: For our first mentions of spells that actually require you to look at the Spell Scroll table for Save DCs and Attack Bonuses are two great control spells: web and entangle, which when scribed both have a save DC of 13. Web and entangle are both really efficient spells. While the save DC of 13 is most likely going to be lower than your normal spellcasting save DC once you leave tier 1, being able to use spells like these basically as a cantrip is quite strong. Similar to healing word, entangle can be really good in certain situations, but the Druid spell list is abundant with great options, and you’ll often not be able to prepare everything you want (just take a look at our Druid Basic Build, which constantly swaps between removing and adding the same spells). Creating a batch of scrolls of entangle can be a really good way to be conservative with both your spell slots and your spell preparations for later tiers of play.

Pass without trace: A great party-wide buff spell for a variety of situations, pass without trace is an incredible spell, and the ability to cast it for 250 gp and no spell slots makes it even better. Every party should have pass without trace, and getting scrolls for it is worth their weight in gold.

Misty step: Misty step, like healing word, can be pretty good at the right place at the right time, but with good positioning you won’t need this too often. This is a spell you should be swapping out as a Warlock once you have enough spell scrolls for it. Wizards can get away with just preparing it again once they run out, and therefore don’t need that many.

Lesser restoration: A spell that’s a tough sell to keep prepared constantly, but extremely useful in niche situations describes lesser restoration perfectly, making it a great candidate for scribing. If you need lesser restoration, your situation is probably quite dire, and having the scrolls on hand after swapping this one out can be a lifesaver, literally. Better be safe than sorry.

Revivify: For the same reasons as un-preparing healing word or lesser restoration, revivify is probably not something you will cast every adventuring day, and thus it’s quite the no-brainer to keep scrolls of it in stock. If your DM is rolling on the Scribe a Scroll Complications table, there is a small chance that you lose your diamonds without getting a scroll of revivify, but the chance to get the correct scroll is about 98%, so the risk is worth it, unless you are extremely strapped for cash.

Conclusion

Spell scrolls, unlike most magical items, are a way to increase your party’s resources that you can control, for the most part.

You can get spell scrolls by finding them, crafting them, or even buying them if your game happens to have shops for them.

You can craft spell scrolls by scribing them, something which can only be done when you have proficiency in Arcana. Remember that D&D is not a solitary game, so think about your fellow players and how you can support them. We strongly recommend you to take a look at Arcana when you decide what skill proficiencies you want on your next spellcaster character, as getting spell scrolls is not just something that can benefit you, but your friends as well! Proficiency in Arcana can easily be fitting for pretty much any caster, so go wild!

As a last note for all of you who prefer watching videos over reading: our good friend Pack Tactics has created his own rendition of this article in an audio and video format over on his channel. If you haven’t already, go check him out!

Spellcasters can create their own spell scrolls at a cost. Crafting a D&D 5e spell scroll requires material components and anything else the spell requires. Activating a spell scroll does not require the material components. Skipping material components is one reason spell scrolls make excellent loot.
Wallace and gromit cursw

This sets off a chain of events, and soon Wallace transforms into a were-rabbit, a hybrid creature with rabbit-like instincts. Now, Gromit must figure out a way to reverse the curse and save his friend, all while dealing with the chaos caused by the were-rabbit. The film combines humor, suspense, and heartwarming moments, making it an enjoyable experience for audiences of all ages. The animation is superb, showcasing the meticulous attention to detail that stop-motion is known for. Each character, from Wallace's eccentricities to Gromit's loyal expressions, is brought to life in a charming and endearing way. "Wallace and Gromit Curse of the Were-Rabbit" received critical acclaim and won several awards, including the Academy Award for Best Animated Feature. It solidified the duo's place in animation history and cemented their already significant fanbase. Overall, "Wallace and Gromit Curse of the Were-Rabbit" is a delightful and entertaining film that showcases the unique charm and humor of the characters. With its clever storyline, creative visuals, and lovable characters, it has become a beloved classic in the world of animation..

Reviews for "Can the Wallace and Gromit curse be broken?"

1. John Doe - 2/5 - I was really excited to watch "Wallace and Gromit: Curse of the Were-Rabbit" as I had heard so many positive things about it. However, I was left disappointed. The movie felt slow-paced and lacked the humor that I was expecting from a Wallace and Gromit film. The plotline also seemed quite predictable, and I found myself losing interest halfway through. Overall, I found it to be a letdown compared to the previous Wallace and Gromit movies.
2. Emma Smith - 3/5 - While "Wallace and Gromit: Curse of the Were-Rabbit" had its moments, it failed to capture the charm and wit of the original shorts. The characters felt a bit forced and the storyline was overly complicated. It had a few laughs, but overall, I found it to be lacking the magic that made me fall in love with Wallace and Gromit in the first place. Fans of the series may enjoy it, but for me, it fell short of expectations.
3. Mark Thompson - 2/5 - I must admit, I didn't understand the hype around "Wallace and Gromit: Curse of the Were-Rabbit". The humor felt forced, and the characters lacked depth. The plot was predictable, and I found myself waiting for something more exciting to happen. I was left unimpressed and didn't find it as enjoyable as the previous Wallace and Gromit adventures. Overall, it just didn't live up to its reputation for me.

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