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.
Deals 4 points of Cold damage to a single target. The victim gets no saving throw to mitigate the damage, but if it’s resistant/immune to Cold that will be factored in.
Deals 10 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
Deals 5 damage as Cold if AC 15 is hit. There is no saving throw to mitigate damage.
This scroll revealed the command word needed to use a Wondrous Item or Wand found during an adventure. Without using Identify, found Wondrous Items and Wands could not be used until subsequent adventures.
Note: Changes to game mechanics have rendered this token obsolete.
The target monster’s next attack roll suffers a -2 To Hit penalty.
No target can be affected by more than one Scroll Impede per round
Melee damage inflicted on the target of this scroll is reduced by 3 points per attack.
If cast prior to going to sleep, the caster instantly awakens if a monster enters the area.
Cannot be cast on other targets
When cast on an edged (piercing or slashing) weapon, it increases the critical hit range of that weapon. Thus the player can score a critical hit if the attack slide result is a natural 19 or 20. This scroll has no effect on blunt weapons or edged weapons which already have an expanded crit range. The effect lasts until the end of the room.
Allows the caster to open a single locked chest or one sealed portal. It will work on both mechanically and magically sealed barriers. Use of this spell on a locked and trapped chest will set off the trap as well. Whether the trap does any damage will depend on the trap’s mechanics and how close the party is standing when cast.
Deals 4 damage as Sonic to all monsters, no To Hit slide is required, no saving throw is allowed to mitigate damage.
Deals 12 damage as Acid to the target. There is no saving throw to mitigate damage.
Deals 8 damage as Shock to all monsters. There is no saving throw to mitigate damage.
Allows the caster (only) to see in non-magical darkness by creating a magical light source which only the caster can see.
This scroll does not have any effect in magical darkness.
Note: When it was first printed, this scroll caused the player to be given a special light source that lasted the entire adventure. That mechanic no longer applies.
Deals 12 points of Sacred damage to one target. There is no saving throw to mitigate damage.





























