If cast prior to going to sleep, the caster instantly awakens if a monster enters the area.
Cannot be cast on other targets
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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.
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.
Deals 8 damage as Shock to all monsters. There is no saving throw to mitigate damage.
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 12 damage as Shock. 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.