This player's champion and allies are doubled in levels for one round of battle.
Helpful.
C
3rd Edition 101 of 400
Magical Item +1
AD&D
Banner of the One-Eyed God
All of this champion's allies gain 1 level. (Def)
C
3rd Edition 102 of 400
Magical Item
AD&D
Viperhand
Any champion with the Viperhand can cast wizard spells. (Def)
UC
3rd Edition 103 of 400
Magical Item +2
AD&D
Orb of Doom
The attached champion can attack again this round if victorious. If he razes a realm, the champion and all attachments are discarded. (Def)
C
3rd Edition 104 of 400
Magical Item +5
AD&D
Staff of Conjuring
Can retrieve an ally from the discard pile during each battle the attached champion is in. If defeated, the staff is broken and sent to the Abyss. (Def)
C
3rd Edition 105 of 400
Wizard Spell -3
AD&D
Spell of Formless Horror
Cast on opposing champion to reduce its level by 3. Spell remains until dispelled. (Off/3/4/5)
UC
3rd Edition 106 of 400
Event
AD&D
Safe Harbor!
Every player can immediately rebuild one razed realm.
Helpful.
R
3rd Edition 107 of 400
Event
AD&D
Labor of Legend
One razed realm is rebuilt by a champion from the player's pool; the champion is discarded.
Helpful.
C
3rd Edition 108 of 400
Magical Item +3
AD&D
Wand of Light
Any undead, werecreature, or vampire loses 2 levels against the wand. (Off)
UC
3rd Edition 109 of 400
Ally +3
AD&D
Elf Galleon
Flyer. Swimmer. All allies played after the elf galleon in this battle are also flyers and swimmers.
R
3rd Edition 110 of 400
Realm
Greyhawk
The Free City of Greyhawk
Any champion defending Greyhawk can cast cleric and wizard spells.
Coast.
R
3rd Edition 111 of 400
Realm
Greyhawk
The Lands of Iuz
Any champion defending the Lands of Iuz can cast wizard spells. All defenders gain 3 levels if anyone has Iuz in play.
Coast.
UC
3rd Edition 112 of 400
Realm
Greyhawk
The Pomarj
A monster defending the Pomarj gains 3 levels.
Coast.
M
3rd Edition 113 of 400
Realm 1
Greyhawk
Hold of the Sea Princes
This realm can defend itself as a level 1 champion.
Coast.
M
3rd Edition 114 of 400
Realm
Greyhawk
The Yeomanry
Earthwalkers gain 2 levels when defending the Yeomanry.
M
3rd Edition 115 of 400
Realm
Greyhawk
Blackmoor
All magical items and artifacts defending Blackmoor gain 2 levels.
Coast.
UC
3rd Edition 116 of 400
Realm
Greyhawk
The Horned Society
At the start of this player's turn, send one champion to Limbo until the end of that player's next turn.
Coast.
M
3rd Edition 117 of 400
Realm
Greyhawk
The Wolf Nomads
The Wolf Nomads are immune to the power of Iuz the Evil. But they are fearful of dragons, and dragons gain 1 level when attacking this realm.
Coast.
M
3rd Edition 118 of 400
Realm
Greyhawk
Sterich
Any monster defending Sterich gains 5 levels.
M
3rd Edition 119 of 400
Realm
Greyhawk
Nyrond
Elves, gnomes, and halflings gain 3 levels when defending Nyrond.
M
3rd Edition 120 of 400
Realm
Greyhawk
Veluna
Any champion defending Veluna can use cleric spells.
M
3rd Edition 121 of 400
Realm
Greyhawk
Furyondy
When first played, Furyondy can remove one wizard from play (the wizard is discarded).
Coast.
M
3rd Edition 122 of 400
Realm
Greyhawk
The Great Kingdom
No undead can attack the Great Kingdom. The player's maximum hand increases by two.
R
3rd Edition 123 of 400
Realm
Greyhawk
Temple of Elemental Evil
Draw three cards immediately when the temple is played.
UC
3rd Edition 124 of 400
Realm
Greyhawk
Greyhawk Ruins
All Greyhawk champions of this player gain 2 levels.