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.
2007
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.
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.
Deals 6 damage as Shock if AC 15 is hit. There is no saving throw to mitigate damage.
If cast immediately after a party member gets poisoned, the target will suffer no ill effects from that Poison. Therefore, if the target would have taken HP damage, the target takes no HP damage. If the Poison had some other instantaneous effect (e.g., death), that effect would be negated.
If not cast on the same round (or the first available turn after the Poison was administered), an instantaneous Poison effect cannot be undone,
Allows the party to talk with one deceased party member following along as a ghost. A “ghost” party member may not physically interact with the party or anything in the room, but can verbally assist in strategy and puzzle solving. This effect lasts for the entire room.









