Deals 8 damage as Shock to all monsters. There is no saving throw to mitigate damage.
Alchemist's Parchment
Allows the caster (only) to see in non-magical darkness by creating a magical light source which only the caster can see.
This scroll does not have any effect in magical darkness.
Note: When it was first printed, this scroll caused the player to be given a special light source that lasted the entire adventure. That mechanic no longer applies.
Deals 12 points of Sacred damage to one target. There is no saving throw to mitigate damage.
Deals 12 damage as Shock to the target. There is no saving throw to mitigate damage.
Deals 3 damage as Shock to all monsters. There is no saving throw to mitigate damage.
If the puzzle in the room has been correctly solved, heals every person in the party 3 points of damage. It does not function in rooms without a puzzle nor in rooms with a puzzle that has not yet been solved. It can function in a combat room if that room also has a puzzle that’s been correctly solved.
Note: Skill tests are not puzzles.
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.
Allows the caster to move a small object inside one room. The object must be in sight, and must not weight more than 5 pounds. The controlled object can be slowly (approximately six inches/15 cm per second) levitated and flown around the room to any location within sight in the room.
Note: This spell allows only very simple, marionette-like manipulation of the object. E.g., a key could be grabbed from a table and brought to the caster.
Target ally is freed from Outsider Possession and/or gains immunity from being Possessed by an Outsider for the rest of the room. This scroll does not affect Possession from any other creature type.
This scroll can only be cast on a member of your party or yourself.









