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Siege of Dragonspear Online Walkthrough by Beren


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SCROLLS

Numerous scrolls are available throughout your adventures. They come in four broad categories: cursed scrolls that can harm whoever uses them, green protection scrolls that can be used by anyone even without magical training, arcane scrolls used by Bards and Mages and Sorcerers, and divine scrolls used by Clerics and Druids and Shamans. One distinct advantage of casting spells from scrolls is that the caster cannot be interrupted and will always be able to complete the spellcasting. Another advantage is that casting spells from scrolls can also be made faster through Haste effects.


Cursed Scrolls

Cursed scrolls invariably cause negative effects to whoever uses them. They can easily be mistaken for beneficial green protection scrolls if they are not properly identified beforehand, such as through an Identify spell or through a high enough Lore skill check. It is always prudent to properly identify a green scroll before using it. Their harmful effects can either elapse after enough time has passed, or through the use of a Remove Curse spell on the victim.

Cursed Scroll of Clumsiness

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Cursed Scroll of Foolishness

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Cursed Scroll of Monster Summoning

Use: Will summon low-level monsters, but they will be hostile to the party.

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Cursed Scroll of Petrification

Use: Will petrify the caster unless a saving throw vs. death at a -2 penalty is made.

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Cursed Scroll of Weakness

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Green Protection Scrolls

These scrolls must be used from the quick-item slot, and are expended when used. They are different from other scrolls in more than one way. One difference is that their benefits often last for hours as long as their effects are not dispelled. Another difference is that any character, even if of a class that does not cast spells (e.g. Fighter), can use a green protection scroll as long as his or her Intelligence is 9 or higher. A character with a low Intelligence score can use a green protection scroll through a temporary Intelligence boost, such as by drinking a Potion of Genius.

Scroll of Protection from Acid (Green Scroll)

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Scroll of Protection from Cold (Green Scroll)

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Scroll of Protection from Electricity (Green Scroll)

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Scroll of Protection from Fire (Green Scroll)

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Scroll of Protection from Magic (Green Scroll)

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Scroll of Protection from Petrification (Green)

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Scroll of Protection from Poison (Green Scroll)

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Scroll of Stone to Flesh (Green Scroll)

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Arcane Scrolls

Mages, Sorcerers and Bards can use an arcane scroll either to learn the spell by inscribing it into their spellbook, or to cast its spell from a quick-item slot. Either way of using an arcane scroll results in its expenditure. There is a chance that trying to inscribe a spell will result in failure to write it into a spellbook while still expending the scroll. A higher Intelligence score reduces the chance of an inscribing failure, and only Intelligence as high as 24 or 25 assures a 100% guarantee of successfully scribing the scroll into a spellbook. An arcane spellcaster can, if he or she already has the spell, erase the spell from the spellbook and reinscribe it with a scroll in order to earn more experience points. Successfully scribing a scroll earns 10 experience points per spell level (e.g. 30xp for a 3rd level spell).

Bards can only inscribe spells of 6th level and lower, but they can cast spells of any level from scrolls in a quick-item slot.

Level 1

Scroll of Armor

Use: By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (Armor Class: 6). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

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Scroll of Blindness

Use: This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, he or she receives a -4 penalty to his or her attack rolls and Armor Class.

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Scroll of Burning Hands

Use: When the wizard casts this spell, a jet of searing flame shoots from his or her fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: his or her thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.

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Scroll of Charm Person

Use: This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

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Scroll of Chill Touch

Use: When the caster completes this spell, a blue glow encompasses his or her hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.

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Scroll of Chromatic Orb

Use: This spell causes a 2-foot diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:

1st Level: 1d4 damage and blinds the target for 1 round.
2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
4th Level: 1d6 damage and blinds the target for 1 turn.
5th Level: 1d8 damage and stuns the target for 3 rounds.
6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
7th Level: 1d10 damage and paralyzes the victim for 2 turns.
10th Level: 1d12 acid damage and turns the victim to stone.
12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

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Scroll of Color Spray

Use: Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his or her hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful saving throw or be rendered unconscious for 5 rounds.

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Scroll of Find Familiar

Use: This spell enables the caster to attempt to summon a familiar to act as his or her aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him or her, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he or she has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat his or her familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting him or her back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon

LAWFUL NEUTRAL: Ferret LAWFUL EVIL: Imp NEUTRAL: Rabbit NEUTRAL EVIL: Dust Mephit CHAOTIC GOOD: Fairy Dragon CHAOTIC NEUTRAL: Cat CHAOTIC EVIL: Quasit

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Scroll of Friends

Use: A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with him or her and make an effort to be his or her friends and help him or her, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him or her captive instead.

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Scroll of Grease

Use: A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.

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Scroll of Identify

Use: With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.

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Scroll of Infravision

Use: Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.

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Scroll of Larloch's Minor Drain

Use: With this spell, the wizard drains the life force from a target and adds it to his or her own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over his or her maximum Hit Point total with this spell, he or she loses any extra Hit Points after 1 turn.

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Scroll of Magic Missile

Use: Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—he or she has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

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Scroll of Protection from Evil

Use: When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

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Scroll of Protection from Petrification

Use: This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.

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Scroll of Reflected Image

Use: Upon casting this spell, the wizard creates 1 image of him or herself that will travel alongside him or her. The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.

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Scroll of Shield

Use: When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.

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Scroll of Shocking Grasp

Use: When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.

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Scroll of Sleep

Use: When a wizard casts a Sleep spell, he or she causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-foot radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.

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Scroll of Spook

Use: A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.

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Level 2

Scroll of Agannazar's Scorcher

Use: Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.

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Scroll of Blur

Use: When a Blur spell is cast, the wizard causes the outline of his or her form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of his or her Saving Throws.

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Scroll of Deafness

Use: The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.

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Scroll of Detect Evil

Use: This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

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Scroll of Detect Invisibility

Use: When the wizard casts a Detect Invisibility spell, he or she is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.

Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.

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Scroll of Ghoul Touch

Use: When the caster completes this spell, a red glow encompasses his or her hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.

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Scroll of Glitterdust

Use: This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds.

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Scroll of Horror

Use: All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.

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Scroll of Invisibility

Use: This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around him or her, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on him or herself and fellow party members. And if he or she attacks, he or she immediately becomes visible, although the invisibility enables him or her to attack first.

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Scroll of Knock

Use: The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.

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Scroll of Know Alignment

Use: A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.

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Scroll of Luck

Use: The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to his or her Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.

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Scroll of Melf's Acid Arrow

Use: By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.

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Scroll of Mirror Image

Use: When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of him or herself to come into being around him or her. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

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Scroll of Power Word: Sleep

Use: When a wizard calls upon a Power Word, Sleep spell, he or she causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.

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Scroll of Ray of Enfeeblement

Use: By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance.

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Scroll of Resist Fear

Use: The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.

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Scroll of Strength

Use: Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then his or her Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his or her Strength will become 18/50 + original percentage. If his or her Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.

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Scroll of Vocalize

Use: The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component.

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Scroll of Web

Use: A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 feet in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs and unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.

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Level 3

Scroll of Clairvoyance

Use: The Clairvoyance spell empowers the wizard to see in his or her mind the geographical features and buildings of the region he or she is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.

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Scroll of Detect Illusion

Use: When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-foot radius around the target. The target's Magic Resistance, if any, does not affect this spell.

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Scroll of Dire Charm

Use: This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his or her Saving Throw, he or she regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him or her orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he or she was charmed. Also note that you cannot have a charmed creature leave the area where he or she is charmed.

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Scroll of Dispel Magic

Use: A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, his or her chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, his or her chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he or she is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he or she is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

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Scroll of Fireball

Use: A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.

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Scroll of Flame Arrow

Use: This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.

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Scroll of Ghost Armor

Use: By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires.

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Scroll of Haste

Use: When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-foot radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

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Scroll of Hold Person

Use: This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 feet of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

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Scroll of Hold Undead

Use: This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 feet of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

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Scroll of Invisibility 10' Radius

Use: This spell causes all friendly creatures within 10 feet of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. If they attack, they immediately become visible, although the invisibility enables them to attack first.

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Scroll of Lightning Bolt

Use: Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

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Scroll of Melf's Minute Meteors

Use: This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of his or her usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-foot diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.

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Scroll of Minor Spell Deflection

Use: This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.

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Scroll of Monster Summoning I

Use: With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.

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Scroll of Non-Detection

Use: By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

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Scroll of Protection from Cold

Use: This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.

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Scroll of Protection from Normal Missiles

Use: By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as Arrows +1.

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Scroll of Protection from Fire

Use: This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources.

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Scroll of Skull Trap

Use: When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 feet of it. When this happens, the skull is triggered and explodes damaging everyone within a 12-foot radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.

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Scroll of Slow

Use: A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.

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Scroll of Spell Thrust

Use: When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.

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Scroll of Stinking Cloud

Use: When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 feet away from his or her position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.

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Scroll of Vampiric Touch

Use: When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.

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Level 4

Scroll of Confusion

Use: This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.

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Scroll of Contagion

Use: This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.

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Scroll of Emotion: Hopelessness

Use: When this spell is cast, the wizard can disturb the emotional state of those around him or her. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creatures will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore his or her morale, as well as prevent the above from creeping forth into his or her psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.

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Scroll of Enchanted Weapon

Use: When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.

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Scroll of Farsight

Use: When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

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Scroll of Fireshield (Blue)

Use: The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-foot radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.

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Scroll of Fireshield (Red)

Use: The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield not only grants the user 50% Fire Resistance, but also protects him or her from attacks made from within a 5-foot radius around him or her. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.

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Scroll of Greater Malison

Use: The spell allows the caster to adversely affect all the Saving Throws of his or her enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

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Scroll of Ice Storm

Use: When this spell is cast, great hail stones pound down for four rounds in a 30-foot diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.

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Scroll of Improved Invisibility

Use: This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his or her presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

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Scroll of Minor Globe of Invulnerability

Use: This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.

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Scroll of Minor Sequencer

Use: This spell allows a wizard to store two spells and activate them both at the same time from his or her Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells he or she intends to store in it (a Sorcerer can store spells of any level for which he or she still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those he or she has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.

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Scroll of Monster Summoning II

Use: This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.

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Scroll of Otiluke's Resilient Sphere

Use: When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.

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Scroll of Polymorph Other

Use: The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

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Scroll of Polymorph Self

Use: When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality.

For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as he or she wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, but all physical attributes are obtained from the new form. Also, any natural protections that the new form offers are conferred to the wizard, such as the resistance to missile and crushing weapons possessed by the slime form.

The possible forms given by Polymorph Self are:

In addition, the caster may choose the form of brown bear, black bear, or wolf.

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Scroll of Remove Curse

Use: Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.

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Scroll of Secret Word

Use: When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.

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Scroll of Spell Immunity

Use: Casting this spell grants the wizard protection from one spell school of his or her choice. After the spell is cast, the wizard must choose the school he or she wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.

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Scroll of Spider Spawn

Use: Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires.

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Scroll of Spirit Armor

Use: This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all.

The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if he or she were wearing full plate. Also, due to the magical nature of the spell, he or she will also receive a +3 bonus to Save vs. Spell.

There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell.

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Scroll of Stoneskin

Use: When a wizard casts this powerful spell upon him or herself, an outer skin of stone will move up from the ground, completely covering him or her. This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against him or her, but the 6th would affect him or her normally. The skins will remain on the wizard until he or she is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.

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Scroll of Teleport Field

Use: The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating his or her defenses.

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Scroll of Wizard Eye

Use: When this spell is employed, the wizard creates an invisible sensory organ that sends him or her visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.

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Level 5

Scroll of Animate Dead

Use: This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell.
1st – 6th: a 3 HD skeleton warrior wielding a long sword.
7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

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Scroll of Chaos

Use: The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, he or she does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, he or she receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

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Scroll of Cloudkill

Use: This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.

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Scroll of Cone of Cold

Use: When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 feet long with a 90-degree arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.

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Scroll of Conjure Lesser Air Elemental

Use: A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do his or her bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared to summon it. If it can't reach the summoner, it will fight its way toward him or her. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he or she has control of the elemental; however, if he or she has lost control, the elemental goes berserk and tries to kill him or her. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

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Scroll of Conjure Lesser Earth Elemental

Use: A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do his or her bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared to summon it. If it can't reach the summoner, it will fight its way toward him or her. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he or she has control of the elemental; however, if he or she has lost control, the elemental goes berserk and tries to kill him or her. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

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Scroll of Conjure Lesser Fire Elemental

Use: A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do his or her bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared to summon it. If it can't reach the summoner, it will fight its way toward him or her. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he or she has control of the elemental; however, if he or she has lost control, the elemental goes berserk and tries to kill him or her. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

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Scroll of Domination

Use: The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.

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Scroll of Feeblemind

Use: Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon him or her.

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Scroll of Hold Monster

Use: This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 feet of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.

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Scroll of Lower Resistance

Use: When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.

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Scroll of Minor Spell Turning

Use: This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning.

This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.

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Scroll of Monster Summoning III

Use: This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.

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Scroll of Oracle

Use: When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-foot radius around the caster.

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Scroll of Phantom Blade

Use: This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at normal THAC0. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in his or her hand for the duration of the spell or until dispelled.

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Scroll of Protection from Acid

Use: When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.

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Scroll of Protection from Electricity

Use: When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.

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Scroll of Shadow Door

Use: By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, he or she has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.

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Scroll of Spell Shield

Use: When this spell is cast, the wizard is protected from the next magical attack against him or her. The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray of Reversal, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.

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Scroll of Sunfire

Use: A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with his or her hand, and the entire area around him or her erupts in flames, striking everyone except the caster him or herself. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage.

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Divine Scrolls

These scrolls can only be used by either Clerics, Druids or Shamans from a quick-item slot and are expended on use. One advantage, at least within Siege of Dragonspear, is that they can provide divine casters access to spells that they may otherwise not have a high enough class level to cast. For example, a 3rd-level Cleric can cast a 5th-level divine spell through a scroll even though the Cleric would otherwise need to be at least 9th-level to cast 5th-level spells. Another advantage is that Druids and Shamans can use scrolls to cast spells that would otherwise be limited to Clerics.

Scroll of Champion's Strength

Use: When this spell is cast, the priest effectively draws on the strength of his or her god and lends it to the target creature, in effect creating a champion. The target gains a bonus to his or her THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and his or her god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.

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Scroll of Chaotic Commands

Use: Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.

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Scroll of Cure Critical Wounds

Use: The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays his or her hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

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Scroll of Cure Serious Wounds

Use: This spell is a more potent version of the Cure Light Wounds spell. The priest lays his or her hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

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Scroll of Defensive Harmony

Use: Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-foot radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his her Armor Class. This lasts for 6 rounds or until dispelled.

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Scroll of Flame Strike

Use: When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

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Scroll of Free Action

Use: While under the effects of this spell, the recipient becomes immune to anything that affects his or her movement. This includes the effects of Web, Hold Person, Grease, and Entangle.

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Scroll of Greater Restoration

Use: When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and he or she will likely require rest immediately afterward.

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Scroll of Neutralize Poison

Use: This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.

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Scroll of Protection from Evil 10' Radius

Use: When this spell is cast, all allied creatures within a 15-foot radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.

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Scroll of Protection from Lightning

Use: When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.

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Scroll of Raise Dead

Use: When the priest casts a Raise Dead spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

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