2007
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.
Target gains +2 AC vs. Evil creatures and +2 to saving throws vs. attacks from Evil creatures until the end of the room.
Allows the caster to understand any magical text found within the current room of the dungeon.
Note: This spell does not detect magical writings. It allows visible/detected magical writing to be translated.
Removes a curse or allows a character to drop a cursed magic item. This scroll does not prevent future curses.
Note: This scroll has appeared as both an Uncommon and Rare token.
Cures target of a single disease. The caster does not have to know what the disease is. If the target is inflicted with multiple diseases, this spell removes the most potent first.
Note: This scroll has appeared as both an Uncommon and Rare token.
Negates the effects of paralysis on a single target
Paralyzed: The victim is completely immobile, but may take purely mental actions. Attacks against a paralyzed creature gain a +4 To Hit. As a full round action, an attacker may perform a single melee attack against a paralyzed victim which will automatically hit and count as a critical (slide only to determine base damage). Rogues may sneak attack a paralyzed victim without the normal one round delay.