This scroll reveals all illusions in the room, but only to the caster. The effect lasts for the entire room.
Reveals all sources of magic in the room to the caster
In years past, it allowed the caster to search a room for traces of magic, magical writing, and magical runes. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to try and find traces of magic, which glowed blue under the special light.
The entire party becomes aware of the presence and location of all poison (magical or natural) in the room.
Note: This scroll has appeared as both an Uncommon and Common token. Additionally, the 2009 version of this scroll was classified as Divine (bard, cleric, druid) rather than All (bard, cleric, druid, elf wizard, paladin, ranger, wizard). The non-2009 versions can be used by a bard, cleric, druid, elf wizard, paladin, ranger,
The entire party becomes aware of the presence and location of all poison (magical or natural) in the room.
Note: This scroll has appeared as both an Uncommon and Common token. Additionally, the 2009 version of this scroll was classified as Divine (bard, cleric, druid) rather than All (bard, cleric, druid, elf wizard, paladin, ranger, wizard). The non-2009 versions can be used by a bard, cleric, druid, elf wizard, paladin, ranger,
The entire party becomes aware of the presence and location of all poison (magical or natural) in the room.
Note: This scroll has appeared as both an Uncommon and Common token. Additionally, the 2009 version of this scroll was classified as Divine (bard, cleric, druid) rather than All (bard, cleric, druid, elf wizard, paladin, ranger, wizard). The non-2009 versions can be used by a bard, cleric, druid, elf wizard, paladin, ranger,
Reveals all secret doors in the room to the caster
In years past, it allowed the character to search a room for subtle tell-tale signs of secret doors. The effect was somewhat short-lived. The player was given a UV light and had 30 seconds to search for secret doors or compartments, which glowed red under the special light.
Allows the caster to assess the general direction of undead creatures or the presence of undead in a specific area. (e.g., a crypt) The spell lasts 30 seconds.
Deals 3 damage to targeted undead monster. There is no saving throw to mitigate damage.
The target of this scroll is cured of any Dream condition currently affecting them. It does not prevent the target from being afflicted with this condition again.
Caster suffers 2 points of Eldritch damage and heals 6 points of damage on target ally. The caster cannot target themself with the healing from this scroll.
If they really want to, a caster with only 1 or 2 HP remaining (prior to casting) may cast this spell.
Grants target immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
Grants target immunity to naturally occurring Cold and/or Fire. It has no effect on magical Cold or Fire.
When this scroll is cast, all non-magical fires in the room are extinguished. It does not prevent fires from igniting after this scroll is cast.
This scroll has no effect on magical fires.
This scroll has no effect on things that are simply very hot. E.g., it cannot cool lava or a heated weapon.
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.





























