Dungeons Cards 76 - 100



Unarmed Combat
AD&DEat Dirt!
Opposing champion returns to his pool with his attachments. The battle may continue with a new champion. (Off/4)
C Dungeons 76 of 100


Unarmed Combat +5
AD&DVital Blow
The opposing champion is sent to the Abyss if defeated, regardless of any special power he may have. (Off/4)
UC Dungeons 77 of 100


Unarmed Combat
AD&DSupernatural Strength
Usable only by any undead or dragon champion. The base level of this champion is doubled until the end of this round of combat. (Off/4)
C Dungeons 78 of 100


Blood Ability
AD&DCreate Minion
Return one champion from your discard pile to your pool. The restored champion is now considered undead. (Def/3/5)
C Dungeons 79 of 100


Blood Ability +6
AD&DMelt Bone
Opposing champion must immediately play an ally or return to his pool defeated (discard all attachments). The battle may continue with a different champion. (Off/4)
UC Dungeons 80 of 100


Blood Ability
AD&DDeath Field
One champion of base level 6 or higher is discarded. (Off/3)
UC Dungeons 81 of 100


Thief Ability
AD&DCon Game
All champions and their attachments in one opponent's pool are shuffled together. This player deals out the shuffled cards between he and their owner. This player then discards the cards dealt to him. The other player may immediately place the cards he was dealt back into his hand or into his pool. (Off/3)
R Dungeons 82 of 100


Thief Ability
AD&DLegal Loophole
This skill may be attached to any thief to allow all of this player's thieves to ignore the effects of any rule cards in play. Lasts until the attached thief is discarded. (Def//3)
C Dungeons 83 of 100


Thief Ability
AD&DTumble Out of Danger
This skill may be played at any time to redirect a spell or event that targets the champion using this skill. It can be redirected at any champion in any pool or in battle. (Def)
UC Dungeons 84 of 100


Thief Ability +4
AD&DBroad Jump
When played in combat, this skill allows the attached thief to bypass a defending wizard, cleric, or psionicist and automatically raze the realm. The defending champion returns to his pool. (Off/4)
R Dungeons 85 of 100


Thief Ability
AD&DHijacking
This skill may be played any time that another player is to receive cards from his draw pile as the result of an event, realm, artifact, champion, or holding's power. You may take an equal number of cards from your draw pile, and the other player must immediately discard his draws. (Off)
R Dungeons 86 of 100


Thief Ability
AD&DFortune Telling
Play this skill on a champion in any opponent's pool and call odd or even. Then cut the owner's draw pile and check the card's last digit. If you are correct, the champion is sent to Limbo until his owner discards a champion with a base level equal to or higher than the champion's. If you are wrong, your opponent gets the card that you cut to and may play it immediately (if legal). (Off/3)
C Dungeons 87 of 100


Thief Ability
AD&DGather Information
Look at the top 5 cards in any opponent's draw pile. If you choose, you may discard the champion using this skill to place the cards on the bottom of their draw pile. (Off/3)
C Dungeons 88 of 100


Thief Ability
AD&DIntimidation
Tell your opponent to break off the attack. If he does, the battle ends without spoils and nothing is razed. If he presses the attack, you may take the top 5 cards from your draw pile. Place any realms or holdings on the bottom of your draw pile. Any other cards may be played into the battle, regardless of restrictions (ie, multiple artifacts may be attached, spells may be used by nonspellcasters, etc). After combat is resolved, only legal cards may remain attached. (Def/4)
UC Dungeons 89 of 100


Thief Ability +5
AD&DTrailing
The attached thief can "follow" a champion that has just attacked a realm that has special movement or other restrictions. This champion may ignore those restrictions. Lasts until the attached champion is discarded. (Def/3)
C Dungeons 90 of 100


Wizard Spell
AD&DExtension I
Castable only by AD&D champions. Can be cast to extend the duration of any spell or event that lasts until the start or end of your next turn. Draw and discard a card, noting the card number's last digit. This is the number of additional turns added to the duration. (Def/3/4/5)
C Dungeons 91 of 100


Wizard Spell
BirthrightCity Shield
Castable only by Birthright champions. This spell prevents offensive spells from affecting any of your realms. Lasts until dispelled. (Def/3)
UC Dungeons 92 of 100


Wizard Spell
DragonLanceSpectral Dragon
Castable only by Dragonlance champions. This spell creates a monstrous illusory dragon that sweeps through all opposing player's pools, sending all champions of base level 4 or less to the discard pile. (Off/3)
C Dungeons 93 of 100


Wizard Spell +?
Forgotten RealmsBall Lightning
Castable only by Forgotten Realms champions. This spell increases in power; a champion gets 1 lightning ball for every 2 base levels he has, to a maximum of 4. Each lightning ball can add 3 to the caster's level or can destroy one opposing ally. (Off/4)
UC Dungeons 94 of 100


Wizard Spell
GreyhawkDrawmij's Beneficent Polymorph
Castable only by Greyhawk champions. This spell allows the caster to fly, swim, or earthwalk, as desired. This champion may also copy the special powers of any champion in his pool. Lasts until the start of this player's next turn. (Def/3/4)
UC Dungeons 95 of 100


Wizard Spell
RavenloftAnimate Gargoyle
Castable only by Ravenloft champions. This spell creates a flying monster champion whose base level is equal to twice the caster's adjusted level. This champion flies immediately to his pool and is in all ways treated as a normal monster. This spell may only be dispelled or negated when it is first cast. (Def/3/4)
R Dungeons 96 of 100


Wizard Spell
AD&DMinions of Darkness
Castable only by drow or Underdark champions (UD). Cast when defending an Underdark realm, this spell allows this player's Triumvirate allies to be used in defense. They may not be discarded or forced to switch sides for any reason. (Def)
C Dungeons 97 of 100


Wizard Spell +?
Dark SunConjure Greater Fire Elemental
Castable only by Dark Sun champions. This spell creates an ally equal in bonus to the base level of the caster. The greater fire elemental causes all magical items held by an opposing champion to be sent to the Abyss. (Off/4)
C Dungeons 98 of 100


Cleric Spell
AD&DDivine Assistance
This spell negates the effects of all dungeon cards in play until dispelled. (Off/3/4)
C Dungeons 99 of 100


Rule
AD&DWhat Goes Around Comes Around
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All cards that allow a single player to draw extra cards into his hand (such as events, realms, artifacts, holdings, etc) allow all players to draw an equal number of cards instantly. This rule card can only be removed by playing another rule card. It is immune to champion powers, events, and the Wish spell.
C Dungeons 100 of 100