Deals 3 points of either Sacred or Blunt damage to all enemies. The damage type is chosen when this scroll is cast.
Expendable
All monsters suffer -2 to all saving throws until the end of combat. Multiple castings do not stack. There is no saving throw to avoid the effect.
This spell is similar to color spray, but hypnotic pattern affects all monsters in the room instead of just one. The effects of hypnotic pattern and color spray do not stack with each other.
Deals 4 points of Cold damage to a single target. The victim gets no saving throw to mitigate the damage, but if it’s resistant/immune to Cold that will be factored in.
Deals 10 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
Deals 5 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
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.
The target monster’s next attack roll suffers a -2 To Hit penalty.
No target can be affected by more than one Scroll Impede per round
Melee damage inflicted on the target of this scroll is reduced by 3 points per attack.
If cast prior to going to sleep, the caster instantly awakens if a monster enters the area.
Cannot be cast on other targets
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,