Any one defeated champion can be selected from this player's discard pile and placed back in his hand. (Def/3/5)
C
4th Edition 401 of 500
Cleric Spell
AD&D
Creeping Doom
Immediately razes one realm with no holding. (Off/3)
UC
4th Edition 402 of 500
Cleric Spell
AD&D
Earthquake
All cards currently in battle are discarded, and combat ends with no victor. Every player must raze one of his own realms or discard a holding in play. (Off/3/4)
UC
4th Edition 403 of 500
Cleric Spell
AD&D
Shadow Engines
Discard any holding of an opponent. (Off/3/4)
C
4th Edition 404 of 500
Cleric Spell
AD&D
Faith-Magic Zone
Only cleric spells can be cast until the end of this player's next turn. (Def/3/45)
C
4th Edition 405 of 500
Cleric Spell
AD&D
Ward of Sleep
This spell can be cast to place one champion from any player's discard pile to the Abyss. (Off/3/4/5)
C
4th Edition 406 of 500
Cleric Spell
AD&D
Ward of Peace
This spell serves as a protector for a player's pool. Any spell directed at the player's pool must first be directed at the ward, who is considered a level 8 hero in a pool all his own.
C
4th Edition 407 of 500
Cleric Spell
AD&D
Ward of Erebus
Until the end of this player's next turn, all clerics discarded by any means are sent to Limbo instead of the discard pile. They return to players' pools at the end of their next turns. (Def/3)
C
4th Edition 408 of 500
Cleric Spell
AD&D
Ward of Laocoon
The special powers of all dragons and swimmers are negated until the end of this player's next turn. (Off/3)
C
4th Edition 409 of 500
Cleric Spell
AD&D
Ward of Laius
Until the end of this player's next turn, all players "elevate" one of their pool champions to King. Their King is the first to attack or defend and is immune to harmful events. If defeated in combat, the highest level champion remaining in the pool is also discarded. (Off/3/5)
C
4th Edition 410 of 500
Cleric Spell
AD&D
Ward of Freedom
This spell can be cast to recall any champion from Limbo back to the player's pool or from the Abyss to the discard pile. (Def/3)
C
4th Edition 411 of 500
Cleric Spell
AD&D
Ward of Ironguarding
Until the end of this player's next turn, this player's draw pile is immune to the special power of other cards that try to look at or discard cards from the draw pile. (Def/3/5)
C
4th Edition 412 of 500
Cleric Spell
AD&D
Ward of Ruin
Until the end of this player's next turn, any realm that is razed in combat is also discarded. (Off/3)
C
4th Edition 413 of 500
Cleric Spell
AD&D
Ward of the Erinyes
Until the end of this player's next turn, no rule cards can be played. The owner of any rule card currently in play must discard either a realm, holding, or champion. (Off/3)
C
4th Edition 414 of 500
Cleric Spell +?
AD&D
Animal Friendship
This spell adds a permanent ally to the caster equal to half his base level (round up). (Def/3/4)
C
4th Edition 415 of 500
Cleric Spell
AD&D
Command
An opposing player must attack with the targeted champion (if possible) during his next turn. If he does not, the champion is discarded and the player must discard two cards from his hand or pool. (Off/3)
C
4th Edition 416 of 500
Cleric Spell +?
AD&D
Shillelagh
Shillelagh creates a magical weapon equal to half the caster's base level (round down) that lasts until the end of this player's next turn. (Def/3/4)
C
4th Edition 417 of 500
Cleric Spell +4
AD&D
Aid
Cast by a champion in the pool into a combat, this spell adds 4 to the base level of the affected champion. (Def/4)
C
4th Edition 418 of 500
Cleric Spell
AD&D
Enthrall
Prevents all champions in one player's pool from attacking or defending until after that player's next turn. This player can make no attacks this turn. (Off/3)
C
4th Edition 419 of 500
Cleric Spell
AD&D
Fire Trap
Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 5 or less is immediately discarded before the battle. Discard spell after use. (Off/3)
C
4th Edition 420 of 500
Cleric Spell
AD&D
Heat Metal
Opposing champion is stripped of all magical items and artifacts. Items are sent to Limbo until the end of the player's next turn and then return to their original champion (if possible) or are discarded. (Off/3/4)
C
4th Edition 421 of 500
Cleric Spell
AD&D
Locate Object
Allows this player to search his draw pile for any magical item or artifact and place it on the top of his draw pile. (Def/3/5)
C
4th Edition 422 of 500
Cleric Spell +2
AD&D
Negative Plane Protection
Lasts until dispelled or until the champion is involved in combat with an undead champion. The protected champion is immune to the special powers of all undead champions. (Def/3/4)
C
4th Edition 423 of 500
Psionic Power
AD&D
Switch Personality
May be used during a round of battle to exchange this champion for one in your pool. The pool champion may have already attacked or defended this battle. (Def/4)
C
4th Edition 424 of 500
Psionic Power
AD&D
Superior Invisibility
An invisible champion can bypass a defending wizard or cleric of base level 4 or less and raze the realm. The defending champion returns to his pool. (Def/4)