Target must succeed on a DC 12 Fortitude save or suffer a -2 penalty to its To Hit attempts for the duration of combat. The -2 To Hit penalty applies to all attacks the victim makes, not just ones directed at the caster of this spell.
This effect does not stack. Therefore, the bane effect is not augmented by multiple castings. The effect from this spell does not stack with the effect from a Cloak of Curses.
Deals 4 damage as Sonic to all monsters, no To Hit slide is required, no saving throw is allowed to mitigate damage.
Adds +3 to AC to target willing ally or the caster
This effect lasts for the rest of the room, however the recipient of this effect is incapacitated the round after this scroll is cast while their skin becomes incredibly tough like the bark of a stout tree. The recipient benefits from the +3 AC bonus during the round of incapacitation.
Adds +1 To Hit on all attacks (melee, ranged, and spells cast from the character card which require an attack slide, but not scrolls) and adds +1 to Will saving throws vs. fear effects
Multiple castings of this scroll do not stack with each other. Furthermore, this scroll does not stack with the spell bless (cast from a character card.)
This scroll bestows its effects on the entire party,
The caster is constantly teleported a few feet in a random location every few seconds, making the caster harder to hit in combat. 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.
This effect operates much like the spell mirror image.
Deals 5 damage as Fire to all monsters, no To Hit slide is required, no saving throw is allowed to mitigate damage.
Deals 8 damage as Shock to target. There is no saving throw to mitigate damage.
Deals 12 damage as Shock to all monsters. On a successful DC 15 Reflex saving throw, reduce the damage by half.
Deals 6 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
Target suffers -2 to all saving throws until the end of combat. Multiple castings on the same target do not stack. There is no saving throw to avoid the effect.
Allows the caster to understand any spoken or written language
Note: Older versions of this token were only usable by bard, elf wizard, and wizard. The class displayed on the token being turned in stands. Cleric, druid, paladin, and ranger may only use the newer version.
Target monster corpse is completely disintegrated and all remaining monsters take 2 points of damage as Fire. This scroll may be cast on a defeated Undead’s “corpse” as long as the Undead monster was “killed” before casting.
Note: This scroll cannot be cast on a player character’s corpse.
Target monster corpse is completely disintegrated and all remaining monsters take 4 points of damage as Fire. This scroll may be cast on a defeated Undead’s “corpse” as long as the Undead monster was “killed” before casting.
Note: This scroll cannot be cast on a player character’s corpse.
Target monster corpse is completely disintegrated and all living party members heal 3 points of damage. This scroll may be cast on a defeated Undead’s “corpse” as long as the Undead monster was “killed” before casting.
Note: This scroll cannot be cast on a player character’s corpse.
Caster creates one quart of water inside a vessel. The container must be capable of holding the water or the scroll’s magic is wasted and this token will still be collected by the DM.
Cures target of a single disease (including lycanthropy). 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.
Removes all lingering side-effects from a fungal attack from a single target. It does not restore HP.
Deals 6 damage as Darkrift if AC 15 is hit. There is no saving throw to mitigate damage.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Deals 4 damage as Darkrift to all monsters. There is no saving throw to mitigate damage.
Note: Energy-draining undead (vampire, lich, etc.) are immune to Darkrift energy, but other undead take normal damage from it.
Target must succeed on a DC 12 Reflex saving throw or lose its next action. Failure means it cannot attack, cast spells, or perform any action on its next turn. The effect lasts only one combat round.
Reveals the presence of any magical glyph in a room. The effect is limited to the main open space of the immediate room, subject to DM discretion. (I.e., the effect of the spell would not cover down a hallway into a connected room).





























