Scroll of Monster Summoning 1
To cast the spell using this scroll write the order C 1.
When cast a weak monster is summoned. This monster acts as an independent character who YOU control. You will get to issue orders for it. Magically summoned creatures are weak and can last anything from a few seconds to a few turns. If you are unlucky they could fade out right away. This spell requires no additional components. A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.
To make another scroll use the order C 101. This costs 25 gps.
No. of scrolls per backpack slot: 12.
Scroll of Magic Portal
To cast the spell using this scroll write the order C 2.
When cast you will be magically teleported to a random location. Be warned, the locations will never be anywhere as terminal as the middle of a wall, but could be to a less than pleasant place. A definite case of out of the griddle and into the fire. This spell requires no additional components. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.
To make another scroll use the order C 102. This costs 25 gps.
No. of scrolls per backpack slot: 12.
"I urgently dragged out my scroll and spat the words to the Magic Portal spell rapidly.A flash of light and the stench of ammonia filled the air as magical power wrenched me from that place to an entirely different one. I found myself in a warm,quiet,peaceful place.A small room nestled in some extradimensional area perhaps? I could feel sorcery here.
It was the legendary Safe Haven. No attack orders can be used in this place. Even hostility attacks will be slow and unwieldy.
Traders exist here for my benefit.
When I want to return to the place I came from I can use the order 'C202'.
A side-effect of the transfer to Safe Haven is that I am healed 5 points if needed.
A strange raised stone dias stood here. Brickwork around the edge held a flat black marble platform with an odd silvery sheen upon it.The words "Nepini Lazin" were inscribed on the brickwork."
Scroll of Fire Sprite
To cast the spell using this scroll write the order C 3.
When cast you will summon a Fire Sprite. The creature is treated like an item of equipment and appears in your backpack. To use it as a weapon you need to then equip it to your attack hand. Any attack order will then cause the imp to spit a stream of fire at your target. This spell needs no additional components. Fire Sprites have a 1 in 3 chance of returning home every time you issue an attack order, they could even disappear immediately ! Fire Sprites, once summoned, cannot be dropped, sold or given away. They have an attack range of 6. You cannot equip a magic scroll, you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.
To make another scroll use the order C 103". This costs 25 gps.
No. of scrolls per backpack slot: 12.
Fire Sprite
A Fire Sprite is a small creature born in the elemental plane of fire. They can be summoned by magic-users who know the spell and then wielded as a weapon of flame. Fire Sprites, once summoned, cannot be dropped, sold or given away.
Damage Type: Fire
Equippable: Attack Hand
Damage: 1-8
Movement Rate: Not Affected
No. per Backpack slot: 1
Range: Own Square +6 radius
Scroll of Lesser Sphere of Protection
To cast this spell use the order C 4.
This will create a lesser sphere of protection. This sphere is treated as a magical item and will appear in your backpack. You can then equip it to your 'over-body' area as powerful magical armour. Lesser spheres last a variable amount of time based on combat rounds. Every time you are involved in combat they have a 1 in 4 chance of being obliterated. They last indefinitely if you are not involved in any combat though.
To make another scroll use the order C 104.
No. of scrolls per backpack slot: 12.
Lesser Sphere of Protection
This is a magical green globe which surrounds the body as magical armour when the correct spell is cast by a magic-user.
Equippable Area: Over-Body
Movement Rate: Not Affected
No. per Backpack Slot: 1
Defence Bonuses: Normal=25, Fire=25, Cold=25, Chemical=25, Magical=25, Mental=25
Lesser Spheres cant be dropped, sold or given away.
Scroll of Teleport Home
Possibly the most invaluable adventurers tool there is, the Teleport Home scroll serves a simple but powerful function. Made by mages and enchanted in such a way that even non-mages can use them, all you need to do is read the scroll aloud and you will be instantly teleported back to the Courtyard from wherever your are in the Dungeon. These scrolls can save a lot of travelling time and even get you out of a tight spot more often than not.
To use a teleport scroll issue the order X 31".
No. of scrolls per backpack slot: 12.
I quickly retrieved my Teleport Home Scroll from my pack, pulled the ribbon from it and scanned the arcane text. Trying my best not to make any mistakes in the magic wording I read the scroll aloud.
"Mezebah, Incantuh, Serellah. By the power of the Six Broken Words. I call forth the spirit of Ithzebah, the Wind Spirit, to carry me forth. Mezebah. Incantuh. Irrikili!"
A bright flash before my eyes assured me something was happening... when the dazzle had cleared I was in a different place. The courtyard!
It worked!"
A flight of stone stairs led up out of the area here to some higher level.
Re-Teleport Scroll
An extremely valuable scroll, the Re-Releport spell has specifically been written in such a way that anybody of any class can use it. Its purpose is to return an adventurer to the last place they teleported 'from'. So, if you had used a Teleport Home Scroll to get back to a Dungeon Courtyard, for instance, you could restock and heal up there, then use the Re-Teleport Scroll to get back to where you last were... without trekking all the way through the Dungeon again. Be careful though... being magically teleported by other means also counts as teleporting... and these scrolls aren't perfect... on rare occasions they can misfire and take you somewhere completely different.
This item is not equippable.
No. per Backpack Slot: 12.
To use the scroll the order is 'X 165.'
Cost to Buy: 20gp
Scroll of Heroic Stature
To cast the spell using this scroll write the order C 5.
This will create an Aura of Heroic Stature. This aura is treated as a magical item and will appear in your backpack. You can then equip it to your defence hand area as a magical effect. An Aura of Heroic Stature has an uncertain duration. Each turn there is a 5/1 possibility it will fade away. An Aura of Heroic Stature can be given to another character for use too. Once Equipped ,the aura cannot be removed, it must be allowed to run its course ! You cannot equip a magic scroll ,you only need have it in your pack to cast a spell. Once you cast the spell the scroll will disappear.
To make another scroll use the order C 105. This costs 50 gps.
No. of scrolls per backpack slot : 12.
Aura of Heroic Stature
An Aura of Heroic Stature is a magical effect that is created by an Enchanterīs Scroll. It looks like a tiny stone that glows strangely until it is equipped, at which point it becomes a large green nimbus ! Equip the aura to your īdefence handī area as a magical effect.
An Aura of Heroic Stature has an uncertain duration.Each turn there is a 501 possibility it will fade away.
An Aura of Heroic Stature can be given to another character for use too. Once Equipped, the aura canīt be removed, it must be allowed to run its course!
No.per Backpack slot :1
Equip to: Defence Hand
Effect: Aura of Heroic Stature adds 2 to damage score in melee. (so a 1-6 damage would become 3-8 damage.) And Aura of Heroic Stature adds 10 to attack score.
Scroll of Word of Confusion - *This is a Special Item for members of The Assembly Guild*
The order for castin this spell is C 8 Target ID. No
This spell needs to be targeted at a character within a three square range. When cast it causes the character to fall into a state of confusion, suffering - 15 penalties on their attack and all defense stats for the duration of the turn. Undead and Supernatural monsters aare also affected, but to a lesser degree.
To make another copy use the order 'C 108'. This costs 25 gps.
No. per slot 12.
Parchment of Undead Summoning
To cast this spell using the scroll write the order 'C 1'.
When cast a weak undead creature is summoned. This monster acts as an independent character who YOU control. You will get to issue orders for it (mental note: 6 actions only, per turn). Magically summoned creatures are weak and can last anything from a few seconds to a few turns. If you are unlucky they could fade out right away. This spell requires no additonal components. A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. You cannot equip a parchment, you only need to have it in your pack to cast it. Once you cast the spell it will disappear.
To make another parchment use order 'C 101'. Cost 25 GP's.
12 per Backpack slot.
Parchment of Demortification
To cast the spell write X 331 Target ID Range - 3 Spaces.
Demortification is a powerful spell that romoves the dreaded 'Mortified' condition from the target of the spell. Mortification is a terrible malady that affects people who have been struck by certian sorts of undead, causing them to slow down dramatically and their joints and muscels to stiffen as if affected by some kind of living rigormortis! You can not equip a parchment, you need only to have it in your backpack to cast.
To make another use order 'C 102' Cost 25 gp's.
12 Per backpack slot.
Parchment of Touch of Death
To cast use the order X 332 Target ID Range 2 spaces.
Touch of Death allows the spellcaster to call upon the power of pure entropy. By touching the target the Necromancer opens a channel to the realm of the dead and drains the victims life into it...thereby casuing horrific wounds through cold damage. Touch of Death works on Undead too, by stealing the energy that gives them life. You need not de-equip your attack weapons for this. You cannot equip a Parchment, you only need have it in your pack to cast it. Once you cast the spell it will disappear.
To make another parchment use order 'C 103'. This costs 25 GP's.
12 per backpack slot.
Parchment of Fade to Grey
To cast this spell write order 'C 4'.
Fade To Grey allows the Necromancer to escape from danger by opening an instant portal to the land of the dead. A Necromancer would be a fool to stay there longer than necessary! Once in the Land of the Dead the Necromancer has various options. They can teleport back to the place from which they came, or telelport to various other 'prime' locatoins in the Kingdom of Bereny. You cannot equip a parchment you only need have it in your backpack to cast.
To make another parchment use the order 'C 104'. This costs 25 GP's.
12 per backpack slot.