Allows the caster to assess the general direction of undead creatures or the presence of undead in a specific area. (e.g., a crypt) The spell lasts 30 seconds.
2004
Deals 3 damage to targeted undead monster. There is no saving throw to mitigate damage.
Grants target immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
Slows the descent of the caster or target long enough to recover from a fall. If a character falls from a great height (e.g., off a bridge or chasm), using this scroll allows the character to automatically make it back to safety.
Casting this scroll is a Standard Action–adventurers are advised to cast it proactively.
This scroll revealed the command word needed to use a Wondrous Item or Wand found during an adventure. Without using Identify, found Wondrous Items and Wands could not be used until subsequent adventures.
Note: Changes to game mechanics have rendered this token obsolete.
When cast on an edged (piercing or slashing) weapon, it increases the critical hit range of that weapon. Thus the player can score a critical hit if the attack slide result is a natural 19 or 20. This scroll has no effect on blunt weapons or edged weapons which already have an expanded crit range. The effect lasts until the end of the room.
Note: Scoring a natural 20 is an automatic hit,
Allows the caster to open a single locked chest or one sealed portal. It will work on both mechanically and magically sealed barriers. Use of this spell on a locked and trapped chest will set off the trap as well. Whether the trap does any damage will depend on the trap’s mechanics and how close the party is standing when cast.
Note: This scroll does not affect the rogue’s skill test in any way.
Adds +4 to the caster’s AC for the entire adventure. It must be turned in to the coach while the party card is being filled out.
Note: This spell cannot be used with any AC-enhancing item worn in the torso slot–including robes. Mage Armor is not compatible with torso-slot items that give a Dexterity bonus.
Deals 4 damage as Force to target. There is no saving throw to mitigate damage. This spell does not suffer the normal 50% miss chance when fighting incorporeal creatures.