Fortune_Cards:_Spiral_of_Tharizdun

Echohawk
Joined Feb 2004
163 Posts

Fortune_Cards:_Spiral_of_Tharizdun

by Echohawk, Sep 17,2012
Wanted: #19 (Blood in the Water) and #22 (Violent Rebirth)
# Rare Card Type Text
1 C Frightening Display Attack Play when you use a close or area attack power. One creature that can see the power’s area of effect takes a –2 penalty to attack rolls until the start of your next turn.
2 C Driven before You Attack Play when you reduce an enemy to 0 hit points. You push an enemy adjacent to you 1 square. You can then shift 1 square as a free action.
3 C Demoralizing Aggression Attack Play when you bloody an enemy with an attack. Enemies adjacent to you when you make the attack cannot use opportunity actions or immediate actions until the end of your turn.
4 C Wrenching Success Attack Play when you hit an enemy with an attack. You slide that enemy 1 square as a free action.
5 C Collateral Damage Attack Play when you use a close or area attack power. Increase the size of the power’s blast or burst by 1. You grant combat advantage until the start of your next turn.
6 C Bloodlust Attack Play when you make an opportunity attack. You gain a +3 bonus to damage rolls until the start of your next turn.
7 C Today Is a Good Day to Die Attack Play at the start of your turn if you are bloodied. You gain a +2 bonus to the first attack roll you make this turn. You then take a –2 penalty to all defenses until the start of your next turn.
8 C Strength in Numbers Attack Play at the start of your turn. You gain a bonus to damage rolls equal to the number of creatures adjacent to you now. This bonus lasts until the end of this turn.
9 C This Will Never Work Attack Play at the start of your turn. You take a –2 penalty to the first attack roll you make this turn. On a hit, the attack deals extra damage equal to your highest ability modifier.
10 U Death Wish Attack Play at the start of your turn if you are bloodied. Until the end of this turn, you gain a bonus to damage rolls equal to 1 + one-half your level, but your melee and close attack powers provoke opportunity attacks.
11 U Kick the Hornet’s Nest Attack Play when you hit with an attack. The attack deals extra damage equal to 1 + one-half your level. Each enemy within 2 squares of you can then shift 1 square as a free action.
12 U Desperate Gamble Attack Play when an adjacent enemy damages you. Make an opportunity attack against that enemy. If this attack misses, you take damage equal to 1 + one-half your level.
13 U Driven by Pain Attack Play when you start your turn subject to an effect that a save can end. Shift 1 square as a free action. You gain a +2 bonus to the next saving throw you make this turn.
14 U Roaring Rebuke Attack Play when you hit an enemy with an opportunity attck. You knock the enemy prone.
15 U Kill Them All Attack Play when you make a close or area attack that includes an ally as a target. You gain a +2 bonus to attack rolls until the end of this turn. Each ally hit by the attack takes extra damage equal to your highest ability modifier.
16 U Wild Swing Attack Play when you miss all targets with a melee attack while you are adjacent to two or more creatures. Make a melee basic attack against a randomly determined creature adjacent to you as a free action. This attack deals half damage.
17 U Whispered Threat Attack Play when an ally attacks an enemy adjacent to you. The ally gains combat advantage for the attack.
18 U Erratic Behavior Attack Play when an enemy adjacent to you bloodies you with an attack. Roll a d20. 1–9: You fall prone. 10+: You make an opportunity attack against the enemy.
19 R Blood in the Water Attack 0
20 R Heedless Charge Attack Play when you make a charge attack. Reroll the attack roll and use the lower result. On a hit, the attack deals maximum damage.
21 R Mad Certainty Attack Play when you roll damage. You treat any roll of a 1 or 2 on the damage die as if you had rolled a 3. If the attack does not reduce its target to 0 hit points, you are dazed until the start of your next turn.
22 R Violent Rebirth Attack 0
23 R We Have You Now Attack Play when you hit an enemy that is flanked by your allies with an attack. The enemy is immobilized until the start of your next turn.
24 R Unraveled Mind Attack Play when you hit an enemy’s Will with an attack. The enemy charges or makes a basic attack against a creature you choose as a free action. You grant combat advantage until the start of your next turn.
25 R Off with Its Head Attack Play when you use the aid attack action. The chosen enemy takes extra damage equal to your level from each attack that hits it before the start of your next turn.
26 R Capable of Anything Attack Play when you hit an ally with an attack. Each enemy that can see you takes a –2 penalty to attack rolls and all defenses until the start of your next turn.
27 R Unnerving Focus Attack Play when you attack a creature benefiting from any concealment or cover. Your attack ignores all concealment and cover. Until the start of your next turn, all creatures other than the target of your attack have partial concealment from you.
28 R Shattered Loyalties Attack Play when you bloody an enemy with an attack. Until the start of your next turn, that enemy regards all creatures as enemies and must make opportunity attacks if able to do so.
29 R Break the Chains Attack Play when you hit a slowed or immobilized creature with an attack. The creature is dazed until the start of your next turn, and the creature is no longer slowed or immobilized.
30 R Get over It Attack Play when you damage a dazed, dominated, or stunned ally with an attack. The ally makes a saving throw to end the effect even if a save would not normally end the effect. The ally gains a +2 bonus to the saving throw.
31 R Uncontrolled Anger Attack Play when you make an attack that misses every target. Make a melee basic attack against a randomly determined creature in your reach as a free action.
32 R Seize the Opening Attack Play when an ally adjacent to you misses with an attack. You can shift 1 square and make a basic attack as a free action. If your attack misses, the ally takes damage equal to your level.
33 R Sundered Confidence Attack Play when you or an ally you can see rolls a 1 on an attack roll. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
34 R Finish Him Attack Play when you hit a prone creature. The creature takes extra damage equal to your level. You and the creature grant combat advantage until the start of your next turn.
35 C Turn the Tide Tactic Play when an ally you can see saves. You shift 1 square as a free action.
36 C Seal the Breach Tactic Play when an ally you can see takes damage. You and one ally within 5 squares of you can shift 1 square toward the damaged ally as a free action.
37 C Follow the Leader Tactic Play when an ally hits with an attack. You shift up to your speed as a free action. During your next turn, you lose your move action.
38 C Unconventional Tactics Tactic Play when you hit with an attack. You slide one ally within 5 squares of you up to 2 squares as a free action.
39 C A Little Help? Tactic Play when you miss with an attack. You and the target grant combat advantage until the start of your next turn.
40 C Hue and Cry Tactic Play at the end of your turn. Until the start of your next turn, enemies adjacent to you cannot benefit from partial concealment or partial cover.
41 C Erratic Distraction Tactic Play when a willing ally starts his or her turn. Roll a d20. 1–9: The ally falls prone. 10+: The ally’s movement doesn’t provoke opportunity attacks until the start of your next turn.
42 U Triumphant Will Tactic Play when an enemy attacks your Fortitude or Reflex. The attack instead targets your Will. On a hit, you are dazed until the start of your next turn.
43 U Masochistic Glee Tactic Play at the end of your turn if you are bloodied. You gain a +2 bonus to opportunity attack rolls, and you grant combat advantage until the start of your next turn.
44 U False Comfort Tactic Play when an ally starts his or her turn. The ally gains a +2 bonus to damage rolls against enemies that are adjacent to at least one enemy until the end of his or her turn.
45 U Surprising Rebound Tactic Play when an enemy pulls, pushes, or slides an ally you can see. After resolving the forced movement, that ally can charge and use bull rush as a free action.
46 U Unravelling Fortunes Tactic Play when an ally misses with an attack. One enemy adjacent to the ally grants combat advantage until the start of your next turn.
47 U Clear a Path Tactic Play when an ally you can see shifts. Push one enemy adjacent to you up to 2 squares as a free action.
48 U Watch Out! Tactic Play when an enemy makes a ranged attack. You and one ally within 5 squares of you can each drop prone as a free action.
49 U Run, Fool, Run! Tactic Play when a bloodied ally starts his or her turn. The ally gains a +2 bonus to speed until the end of his or her turn.
50 R Insane Clarity Tactic Play when you start your turn subject to an effect that a save can end. Make a saving throw as a minor action. If you fail, you take a –2 penalty to saving throws until the start of your next turn.
51 R Advancing Fortress Tactic Play when you take the total defense action. As a free action, you can slide one creature adjacent to you 1 square and then shift up to half your speed.
52 R Deft Maneuver Tactic Play when an adjacent enemy of your size or smaller misses you with an attack. You and the enemy swap positions as a free action.
53 R Misfortune’s Laughter Tactic Play when an ally drops below 1 hit point. You gain temporary hit points equal to your level.
54 R Stick Together Tactic Play when an ally willingly or unwillingly moves. As a free action, you can move a number of squares equal to 1 + half the distance the ally moved.
55 R Cover Me Tactic Play when an ally starts his or her turn adjacent to an enemy. You can shift up to 3 squares as a free action. If the ally misses the enemy or does not attack the enemy this turn, you grant combat advantage until the end of your next turn.
56 R Back on Your Feet Tactic Play when an ally you can see falls prone. You and that ally can each stand up as a free action.
57 R Is That All You Got? Tactic Play when you or an ally adjacent to you saves. One enemy adjacent to you grants combat advantage until the start of your next turn.
58 R Wriggle Free Tactic Play when an enemy grabs you. Attempt an escape as a free action. On a success, you shift up to half your speed. On a failure, you take damage equal to your level.
59 R Deranged Assault Tactic Play at the start of your turn. You can shift 2 squares as a minor action before you take any other actions this turn. After the shift, roll a d20. 1–9: You grant combat advantage until the start of your next turn. 10+: Enemies adjacent to you grant combat advantage until the end of this turn.
60 R Crab Crawl Tactic Play when you start your turn prone. You crawl up to half your speed as a free action before you take any other actions on this turn. This movement does not provoke opportunity attacks.
61 R No Path Too Rough Tactic Play at the start of your turn. You ignore difficult terrain until the end of this turn.
62 R Hallucinations Tactic Play at the start of your turn. Shift 1 square as a free action. After the shift, roll a d20. 1–9: You are slowed until the end of this turn. 10+: Shift up to your speed as a move action.
63 R Mercy Killing Tactic Play at the start of your turn. Until the end of this turn, you gain a +3 bonus to damage rolls against any creature subject to an effect that a save can end.
64 R Imminent Defeat Tactic Play when an ally you can see drops below 1 hit point. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
65 R We Can Do This Tactic Play when an ally you can see spends a healing surge. You regain hitpoints equal to half the ally's healing surge value. You then grant combat advantage until the start of your next turn.
66 C Think Again Defense Play when an enemy makes an opportunity attack against you. You gain a +4 bonus to defenses against the attack.
67 C Guard My Back Defense Play when you spend a healing surge while adjacent to an ally. You and the ally sawp positions as a free action.
68 C Take Heart Defense Play when you spend a healing surge. One ally within 5 squares of you gains a +1 bonus to all defenses until the start of your next turn.
69 C Erratic Evasion Defense Play when an enemy misses you with an attack. Roll a d20. 1–9: You grant combat advantage until the start of your next turn. 10+: You gain a +2 bonus to all defenses until the start of your next turn.
70 U They’re Out to Get Me! Defense Play at the end of your turn. Until the start of your next turn, enemies cannot gain combat advantage by flanking you.
71 U Delusions of Grandeur Defense Play at the start of your turn if you are bloodied. Until the start of your next turn, you gain a +2 bonus to Will and to saving throws.
72 U Cringing Retreat Defense Play when you take a move action to walk or run. Until the end of this turn, enemies take a –4 penalty to attack rolls that include you as a target.
73 R Wary Posture Defense Play at the start of your turn. Until the end of this turn, you can use the total defense action as a move action.
74 R Dubious Recovery Defense Play when you spend a healing surge. As a free action, shift 1 square to a square not adjacent to any creature. After the shift, roll a d20. 1–9: You take damage equal to your level. 10+: You gain temporary hit points equal to your level.
75 R Deny Death Defense Play when you drop below 1 hit point. You regain 1 hit point. Until the start of your next turn, you gain a +2 bonus to all defenses.
76 R Surging Confidence Defense Play when you start your turn subject to an effect that a save can end. Make a saving throw. If you succeed, you can also shift 1 square as a free action before you take any other actions.
77 R Raise the Walls Defense Play when an enemy attacks you while you are prone. You gain a +4 bonus to all defenses against that attack. If the enemy misses you, you stand up and can shift 1 square as a free action.
78 R Unexpected Reversal Defense Play when an enemy attacks you while you are adjacent to at least one other creature. The enemy grants combat advantage until the start of your next turn. Roll a d20. 1–9: You grant combat advantage for this attack. 10+: Switch the target of the enemy’s attack from you to a creature adjacent to you that is not the enemy.
79 R Trapped Like a Rat Defense Play when you start your turn grabbed, immobilized, restrained, or prone. You gain a Panicked Reaction, which you can use at any time before the end of the encounter. You can have only one Panicked Reaction at time. This card need not be discarded to draw another at the start of your turn. You can use a Panicked Reaction when you take damage from an attack. When you do so, roll a d20. 1–9: Move your speed away from the attacker as a free action. 10+: Make a basic attack as a free action.
80 R Weaving Defense Defense Play when you use your second wind or take the total defense action. Until the start of your next turn, whenever an enemy hits or misses you with an attack, you can shift 1 square as a free action.
Promo 1 R Worth the Price Attack Play at the start of your turn. One willing ally adjacent to you takes damage equal to one-half your level. You then gain a +2 bonus to attack rolls until the end of this turn.
Promo 2 U Demented Assault Attack Play when you make an attack roll. Roll a 1d10. If you rolled an even number, add half the result to the attack roll. If you rolled an odd number, take damage equal to twice the result.
Promo 3 U Questionable Intent Attack Play when you attack an enemy adjacent to at least one creature. If you roll an even number on the attack roll and hit, the attack deals extra damage equal to your level. If you roll an odd number, the attack instead targets a randomly determined creature adjacent to the enemy.
Promo 4 R Covered Retreat Defense Play when you take the aid defense action. Until the start of your next turn, whenever an enemy misses the ally you aided, the ally can shift up to half his or her speed as a free action.
Promo 6 U Bloodcurdling Scream Tactic Play when an enemy bloodies you or hits you while you are bloodied. You can push each eenmy within 2 squares of you 1 square. Each enemy pushed is also deafened until the start of your next turn.
Promo 7 U Insane Defiance Defense Play when an enemy attacks your Fortitude, Reflex or Will. Roll a 1d10. On an even number, add half the result to the defense targetted bty the attack until the end of the attacker's turn. On an odd number, you grant combat advantage for the attack and take extra damage equal to your level if you are hit.
Promo 8 R Cunning Misdirection Tactic Play when an ally hits an enemy with an attack. One ally within 5 squares of the enemy marks it until the start of your next turn.

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