Surrounds all invisible objects and creatures with a luminescent aura, revealing their presence and location. This effect lasts for the entire room.
All melee attacks made against the caster suffer a 50% miss chance. Before making an attack roll, would be attackers must roll a d20 to determine if they can hit the caster. If the result of that roll is 1-10, that attack roll can be made. If the result was 11-20, the caster cannot be hit that round.
Cannot be cast on other targets
The net effect of this spell–a 50% miss chance–is identical to mirror image.
Slows the descent of the caster or target long enough to recover from a fall. If a character falls from a great height (e.g., off a bridge or chasm), using this scroll allows the character to automatically make it back to safety.
Casting this scroll is a Standard Action–adventurers are advised to cast it proactively.
Deals 8 points of Fire damage to one target. There is no saving throw to mitigate damage.
Deals 4 damage as Fire to one target
There is no saving throw to mitigate damage. No to Hit slide is required.
For the rest of the room, Fire damage inflicted on the party (targeted or Area of Effect) is reduced by 2 points per attack/effect
Deals 3 points of Fire damage to all monsters in the room. The victims get no saving throw to mitigate the damage, but if they are resistant/immune to Fire that will be factored in.
Allows the caster to fly any distance. No check for success is required. The caster is restricted to carrying only the equipment on their person. This spell surrounds the character with a magical field that negates any external influences. (e.g., wind)
Deals 4 damage as Force if AC 15 is hit. There is no saving throw to mitigate damage.
The target of this scroll is cured of any fear and/or sleep conditions currently affecting them. It does not prevent the target from being afflicted with either of those conditions again.
Deals 2 points of damage as Cold to all monsters in the room. There is no saving throw to mitigate damage.
Unlike most damage-inflicting scrolls, this scroll may be cast by all spellcasting classes.
Deals 10 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
Heals 6 HP of damage to a single target when cast out of combat.
Heals 12 HP of damage to a single target when cast during combat.
The caster becomes immune to gaze attacks until the end of the room. This scroll must be used proactively–it cannot negate a preexisting gaze effect.
This scroll cannot be cast on another person.
If the target fails a DC 15 Will save, it may not attack more than once per round. If prior to casting this scroll the target can only attack once per round, this scroll will not affect it.
This scroll has no effect on creatures not in contact with the ground, including but not limited to flying creatures.
Target ally heals 3 HP and goes into an extradimensional space for one round. It must be cast on someone who hasn’t yet taken their turn on the round this scroll is cast. After the scroll is cast on the target ally, that character gets shunted and may take their turn for that round. While in the extradimensional space, the character may only affect themself (buff, heal some more, swap hand-held items, etc.)
Shunted characters may not interact with nor in any way affect the monster or any other party member–including other party members who might also have been shunted into their own personal extradimensional space.
Target suffers 8 points of Sonic damage and suffers a -2 to all their attack rolls for the rest of the room. A given victim can be targeted with this scroll (assuming the party has access to multiple copies) any number of times and will suffer 8 Sonic damage each time, but this scroll cannot penalize the target’s To Hit rolls by more than 4. Other spells/effects could be used to further penalize the victim’s To Hit rolls,
target adds +4 to Dexterity (thus adding +2 To Hit with Ranged attacks, +2 to AC, and +2 to Reflex saving throws)
All monsters suffer 1 point of Fire damage (no saving throw to mitigate) and all living party members (including the caster) heal 1 HP.
Each character able to use Scroll Holy Fire may use one no more than one per room. E.g., if a party contained a bard and cleric but no druid, this scroll could not be cast more than twice per room.
Deals 3 points of either Sacred or Blunt damage to all enemies. The damage type is chosen when this scroll is cast.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power.
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.





























