3 units
Deals 4 damage as Darkrift to all monsters. There is no saving throw to mitigate damage.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Target must succeed on a DC 12 Reflex saving throw or lose its next action. Failure means it cannot attack, cast spells, or perform any action on its next turn. The effect lasts only one combat round.
The entire party becomes aware of the presence and location of all poison (magical or natural) in the room.
Note: This scroll has appeared as both an Uncommon and Common token. Additionally, the 2009 version of this scroll was classified as Divine (bard, cleric, druid) rather than All (bard, cleric, druid, elf wizard, paladin, ranger, wizard). The non-2009 versions can be used by a bard, cleric, druid, elf wizard, paladin, ranger,
The entire party becomes aware of the presence and location of all poison (magical or natural) in the room.
Note: This scroll has appeared as both an Uncommon and Common token. Additionally, the 2009 version of this scroll was classified as Divine (bard, cleric, druid) rather than All (bard, cleric, druid, elf wizard, paladin, ranger, wizard). The non-2009 versions can be used by a bard, cleric, druid, elf wizard, paladin, ranger,
Deals 3 damage to targeted undead monster. There is no saving throw to mitigate damage.
Caster suffers 2 points of Eldritch damage and heals 6 points of damage on target ally. The caster cannot target themself with the healing from this scroll.
If they really want to, a caster with only 1 or 2 HP remaining (prior to casting) may cast this spell.
Grants target immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
Surrounds all invisible objects and creatures with a luminescent aura, revealing their presence and location. This effect lasts for the entire room.
Deals 8 points of Fire damage to one target. There is no saving throw to mitigate damage.









