Deals 12 damage as Shock to the target. There is no saving throw to mitigate damage.
Deals 3 damage as Shock to all monsters. There is no saving throw to mitigate damage.
If the puzzle in the room has been correctly solved, heals every person in the party 3 points of damage. It does not function in rooms without a puzzle nor in rooms with a puzzle that has not yet been solved. It can function in a combat room if that room also has a puzzle that’s been correctly solved.
Note: Skill tests are not puzzles.
Adds +4 to the caster’s AC for the entire adventure. It must be turned in to the coach while the party card is being filled out.
Allows the caster to move a small object inside one room. The object must be in sight, and must not weight more than 5 pounds. The controlled object can be slowly (approximately six inches/15 cm per second) levitated and flown around the room to any location within sight in the room.
Note: This spell allows only very simple, marionette-like manipulation of the object. E.g., a key could be grabbed from a table and brought to the caster.
Target ally is freed from Outsider Possession and/or gains immunity from being Possessed by an Outsider for the rest of the room. This scroll does not affect Possession from any other creature type.
This scroll can only be cast on a member of your party or yourself.
Deals 6 points of damage as Force to target. There is no saving throw to mitigate damage.
Deals 4 damage as Force to target. There is no saving throw to mitigate damage. This spell does not suffer the normal 50% miss chance when fighting incorporeal creatures.
Deals 10 points of damage as Force to target. There is no saving throw to mitigate damage.
Physical damage inflicted upon the caster by Undead monsters’ natural attacks is reduced by 50%. This spell does not reduce damage if an Undead attacks the caster with a spell or with a hand-held weapon (e.g., sword, dagger, arrow, etc.)
Deals 8 damage as Acid if AC 15 is hit. There is no saving throw to mitigate damage.
Dispels and/or prevents further effects of mind control magic or similar effects on targeted character for the entire room.
Note 1: This spell affects a single individual, not the whole party.
Note 2: This spell may only be cast on a party member–it may not be cast on a monster.
Creates a duplicate of the caster for the duration of the time spent in the room. Whenever a monster decides to attack the reader of this scroll, the DM must roll a d20. If the result is 1-10, then the monster will attack the actual caster. If the result is 11-20, the monster will swing at the false image.
Note 1: When hit, the image is destroyed and the next round the monster may attack the caster.
The caster (it cannot target another character) gains immunity to physical ranged attacks. It has no effect on spells or melee attacks.
Allows the caster to breathe normally underwater. The effect lasts for one entire room.
Note: The ability to breathe underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
All ranged attacks suffer -4 To Hit
This spell causes a dense fog to fill a 10′ cubic area which lasts for the duration of the room. It effectively renders all characters and monsters in the area obscured from ranged attacks. The effect of this spell reduces the To Hit chance for both player and monster via a targeted ranged attack. This means that all ranged weapons (i.e., bows, slings, or thrown weapons) and all targeted spells (e.g.,
Deals 12 damage as Force to the target. There is no saving throw to mitigate damage.
The caster (it cannot be cast on another person) gets shunted into an extra-dimensional space for one round. While in the extra-dimensional space, the caster may only affect themself (buff, heal, swap hand-held items, etc.) Shunted characters may not interact with nor in any way affect or be affected by the monster or any other party member–including other party members or monsters who might also have been shunted into their own personal extra-dimensional space. If multiple copies of this scroll are cast in the same round (by different casters),
Deals 10 damage as Poison if AC 15 is hit. There is no saving throw to mitigate damage.
Target gains +2 AC vs. Evil creatures and +2 to saving throws vs. attacks from Evil creatures until the end of the room.
This spell purifies any liquid or edible substance so as to allow its safe consumption. The scroll will allow the caster to purify up to 20 gallons of liquid and enough food for 10 people.
Removes any harmful material from all water present in a room, making the water fresh and clear.
Causes localized rainfall on a 5′ × 5′ area, enough to create 1″ of water in that area. The caster chooses where the area of effect is located.
If AC 15 is hit, melee damage dealt by the target suffers a -1 penalty.
Multiple castings of this spell on the same target stack up to four times, even if cast by different characters. This -4 limit takes precedence over the general -6 penalty to any given stat.
Allows the caster to understand any magical text found within the current room of the dungeon.
Non-magical Fire damage inflicted upon the wearer is reduced by 5 points per attack/effect.
Removes a curse or allows a character to drop a cursed magic item. This scroll does not prevent future curses.
Note: This scroll has appeared as both an Uncommon and Rare token.





























