Powers Cards 51 - 75



Wizard Spell
AD&DPhase Out
This player may not be attacked again until after his next turn. (Def/5)
C Powers 51 of 100


Monster 6
Dark SunGith
Earth-walker. Psionicist; may use psionic power cards.
UC Powers 52 of 100


Monster 5
Forgotten RealmsCrabman
Swimmer. In battle, the crabman can force one other player to contribute an ally to his side. If he has none, the power is wasted. After combat, the ally is discarded.
UC Powers 53 of 100


Monster 4
Forgotten RealmsAquatic Elf
Swimmer. No elf champion or ally can oppose him in battle. Becomes level 8 if attacking a coastal realm.
UC Powers 54 of 100


Monster 4
Forgotten RealmsIxitxachitl
Swimmer. Gains 4 levels when opposing another swimmer in battle. Can cast clerical spells. When attacking or defending a coastal realm, can cast wizard spells.
UC Powers 55 of 100


Monster 5
Dark SunKirre
Psionicist; may use psionic power cards. If Kirre is defeated, his owner may draw one card and add it to his hand.
UC Powers 56 of 100


Monster 4
Forgotten RealmsLocathah Champion
Swimmer. All opposing allies lose their special powers.
UC Powers 57 of 100


Monster 10
Forgotten RealmsLiving Wall
This monster absorbs (discards) all champions and allies of level 6 and higher. It is immune to artifacts and offensive spells and magical items. Champions, offensive psionic powers, and allies must be level 5 or less to attack it.
R Powers 58 of 100


Monster 6
Forgotten RealmsTako
Swimmer. In combat, the Tako multiplies its level times the level of its lowest ally.
UC Powers 59 of 100


Monster 4
Dark SunEarth Elemental
Earth-walker. In battle, the earth elemental automatically defeats any champion whose card number has a last digit of 3 or less.
UC Powers 60 of 100


Monster 8
Forgotten RealmsSkriaxit, Composite Elemental
Earth-walker. In battle, Skriaxit forces the opposing champion and all his allies to fight at half their normal levels (round down).
R Powers 61 of 100


Monster 5
Forgotten RealmsMountain Giant
Earth-walker. Reflects all psionic powers back to the projector.
UC Powers 62 of 100


Monster 3
Forgotten RealmsGrippli
Swimmer. The Grippli can use any magical item, with its highest level bonus. Level ? cards and draw and discard instructions grant highest possible level bonus.
UC Powers 63 of 100


Psionic Power +1
AD&DChameleon Power
Psionic power. Usable by psionicist champions. A psionicist with this power can be used as an ally. (Off/3/4)
C Powers 64 of 100


Rule
AD&DBrandobaris's Inversion
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 champions of base level 6 and above are reduced to level 2. The levels of all others are doubled. New levels are considered base level.
R Powers 65 of 100


Psionic Power +3
AD&DEnergy Containment
Psionic power. Usable by psionicist champions. Until the end of the turn, the psionicist with this power is immune to all cards calling for a reduction of level(s). (Def/4)
C Powers 66 of 100


Psionic Power
AD&DComplete Healing
Psionic power. Usable by psionicist champions. The psionicist champion using this power may retrieve three allies from his discard pile and return them to his hand. (Def/3/4)
C Powers 67 of 100


Rule
AD&DWheel of Fate
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. At the start of this player's turns, all players draw a card and discard it, except for the card with the lowest first digit. Upon drawing his last card, each player shuffles his discards to form a new draw pile.
R Powers 68 of 100


Psionic Power +2
AD&DTeleport Trigger
Psionic power. Usable by psionicist champions. Place this card under one of your realms; it acts as a holding. When this realm is attacked, you may switch it with any other in your formation. Switched realms remain in their new places afterward. (Def/3)
C Powers 69 of 100


Psionic Power
AD&DMolecular Rearrangement
Psionic power. Usable by psionicist champions. Discard all magical items and artifacts in play. (Off/3/4)
C Powers 70 of 100


Psionic Power +4
AD&DTelekinesis
Psionic power. Usable by psionicist champions. The wielder may steal the use of one magical item or one artifact in play anywhere. The card returns to its owner's hand afterward. (Off/3/4)
C Powers 71 of 100


Psionic Power +3
AD&DMind Shield
Psionic power. Usable by psionicist champions. When cast, it makes its player immune until the end of his next turn to all cards that look at his draw pile or hand. (Def/3/4/5)
C Powers 72 of 100


Psionic Power +3
AD&DMolecular Agitation
Psionic power. Usable by psionicist champions. All magical items and artifacts of the opposing champion are discarded. (Off/4)
C Powers 73 of 100


Psionic Power +4
AD&DControl Wind
Psionic power. Usable by psionicist champions. Negates for this player the effect of all spells, events, champion powers, and rule cards until the end of his next turn. (Def/3/4/5)
C Powers 74 of 100


Psionic Power +3
AD&DCause Decay
Psionic power. Usable by psionicist champions. For this round of battle, change all of an opponent's magical item and artifact levels to +1 and negate all of their special powers. (Off/4)
C Powers 75 of 100