Deals 10 damage as Sonic to the target. There is no saving throw to mitigate damage.
Standard Pack
Target is healed 10 points of damage and any penalties caused by fatigue are negated. It can also be used to prevent the target from becoming fatigued. The anti-fatigue effect will last the entire room.
Deals 15 damage as Force if a monster in the room has been defeated. This spell does not function in rooms with no monster or if a monster has not been defeated. In rooms with more than one monster, only one monster must be defeated in order for the spell to function. The target monster’s corpse is completely disintegrated.
Deals 3 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Deals 5 damage as Shock to the target. There is no saving throw to mitigate damage.
Deals 2 damage as Shock to all monsters. There is no saving throw to mitigate damage.
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.
Target must succeed on a DC 12 Reflex saving throw or lose its next action.
Note: This spell may only be cast outdoors.
Deals 2 points of Fire damage to all monsters in the room. The victims get no saving throw to mitigate the damage.
Deals 4 points of Cold damage to one target. There is no saving throw to mitigate damage.









