The Astralis Manuscript

Details techniques for traversing the void between worlds, traveling through the astral realm, and exploring distant dimensions. Describes how most celestial, fiendish, and elemental spirits fear to manifest within Otherwhere due to risks about being captured, consumed, or otherwise trapped by the demiplane's "fundamental rules of perpetual existence." Also describes the dangers of astral projection, including encounters with malevolent entities and the risk of becoming lost in the void.

Among the text are pages that function as a spell scroll...

Gate
9th-level conjuration

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.


SPELL SCROLL RULES (DMG p. 200)

When using a spell scroll, the spell must be on a caster's class spell list to use as an action (no need to provide any spell's components). Otherwise, the scroll is unintelligible.

If the spell is on a character's class spell list but of a higher level than can normally be cast, the character must make an ability check using the usual class-related spellcasting ability (Intelligence, Wisdom, or Charisma) to determine whether it is cast successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect.

REQUIRED SPELLCASTING ABILITY CHECK
* Cantrip (Common) ... DC 10
* 1st Level Spell (Common) ... DC 11
* 2nd Level Spell (Uncommon) ... DC 12
* 3rd Level Spell (Uncommon) ... DC 13
* 4th Level Spell (Rare) ... DC 14
* 5th Level Spell (Rare) ... DC 15
* 6th Level Spell (Very rare) ... DC 16
* 7th Level Spell (Very rare) ... DC 17
* 8th Level Spell (Very rare) ... DC 18
* 9th Level Spell (Legendary) ... DC 19

Once the spell is cast, the words on the scroll fade, and those pages within the book fall out as dust.