Bless (Clerical). The first time each affected creature would take damage during the duration, they don't
Blight (Clerical). The affected creature becomes uglier and stinkier. They suffer a -2 reaction roll for the duration, and are easy to track due to their stench
Continual Light. Add an additional mild sensory effect to the area touched by the light, heat or cold, a scent, a sound. If used for something repellant (the sound of holy chanting, the scent of citronella) it will merely be enough to give an enemy pause, not deter them completely
Darkness, 5' Radius. The darkness is tangible to you and can be shaped and sculpted like clay
Detect Evil. Until you cast this scroll, you have a 1-in-6 chance to tell if someone is lying to you
Detect Invisible. You can see invisible objects and creatures through walls 1
ESP. In addition to sensing thoughts, you can send them telepathically
Find Traps (Clerical). Traps you learn about cannot be triggered by you or your allies for 1 hour
Hold Person (Clerical). Extends to undead and demons
Invisibility. If you end the spell early, intentionally or by making an attack, you can reactivate it within the duration by hiding 2
Knock. Affected doors blow off hinges, flying up to 20'. Everything in their path takes 1d6 damage and must make a saving throw against paralyzation or be knocked prone 3
Levitate. You can end the spell duration early and continue to be exempt from gravity, though you cannot raise or lower yourself. If you are injured or fall asleep, this effect ends
Locate Object. Until you cast this scroll, it reduces your chance of getting lost in the wilderness by 1-in-6
Magic Mouth. You can store an object in the mouth which will in essence cease to exist until the mouth opens
Mirror Image. Your images act independently and move as you direct them. You can cast spells from the location of any of them
Phantasmal Forces. The image will persist without concentration, though it will only act if the magic user spends their action directing it
Pyrotechnics (Clerical). The effects of this spell drive away incorporeal creatures as though they were turned
Silence, 15' Radius (Clerical). Emits a low, subsonic hum that erases your footsteps and jams traps within 30'
Snake Charm (Clerical). While the snakes are under your control they sprout wings and can fly
Speak with Animals (Clerical). Until you cast this scroll, you have a 2-in-6 chance of finding a specific type of animal appropriate to the wilderness environment
Strength. This spell affects you as well as your target. You both gain cosmetic muscles for the duration
Web. This spell can also be used to launch a 100' rope as strong as steel with the force of a shortbow arrow. The rope can have a sticky end to affix it to whatever it hits, and can be sticky for its length if desired
Wizard Lock. A door or lid sealed with this spell no longer appears openable. This illusion can be broken by touch
Epic Effects
The range of this spell is doubled. "Touch" or "Self" becomes "A target you can see within 10'"
The duration of this spell is doubled. Instant spells have their effect doubled.
Until you cast this scroll, it grants you +1 to all saving throws
You can transform the spell on this scroll into one you have prepared, it has a 4-in-6 chance of being shiny
This scroll has 2 spells on it. When either is cast, they both fade 4
The margins of this scroll are decorated with 6 messed up little guys. You can pull them off like a sticker, and throw them on the ground to summon the little guy as an HD 1 monster, friendly to you and your allies. The little guys persist until they die. They aren't much good for anything, they're loud and obnoxious and do things in silly ways, but they can fight if they have to and can carry about half as much as a human, and they don't really fear death. The messed up little guys stay on the scroll even after the spell has been cast
Messed Up Little Guys
Peacock with boots and a goat head
Snail with an old man's head
Orange goblin with a pointy blue hat, armed with a severed human leg
Rabbit with an executioner's axe
Blue camel with rabbit ears, moustache and white neckerchief
Satyr with a human hand for a face
Footnotes
OR: For the duration, invisible creatures cannot sense you↩
OR: Thrown or missile attacks only have a 2-in-6 chance to break your invisibility↩