1/DL
Realm
Dragonlance
Rare
Coast
If Mithas is razed, it is automatically rebuilt at the beginning of its player's next turn. If Mithas is attacked a second time while it is razed, it is discarded.
Mithas must be razed a second time, not just attacked, for it to be discarded.
The rebuilding of Mithas is in addition to playing or rebuilding a realm normally in phase 1.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn.
2/DL
Realm
Dragonlance
Common
Coast
3/DL
Realm
Dragonlance
Common
Coast
Any elf (champion or ally) defending Silvanestri gains 2 levels.
4/DL
Realm
Dragonlance
Uncommon
Coast
Any kender or gnome (champion or ally) defending Goodland gains 2 levels.
5/DL
Realm
4
Dragonlance
Common
Coast
Khur can defend itself as a level 4 hero.
6/DL
Realm
Dragonlance
Rare
If Solamnia is razed, the attacker must discard his hand
(including his victory
card, if not playable), shuffle his discard pile into his deck, and
draw a new
hand of 5 cards.
7/DL
Realm
Dragonlance
Common
Coast
Any Dragonlance champion defending Sancrist gains 2 levels.
8/DL
Realm
Dragonlance
Common
Coast
9/DL
Realm
Dragonlance
Common
Any cleric defending Northern Egoth gains 3 levels.
10/DL
Realm
Dragonlance
Uncommon
Coast
Any elf (champion or ally) attacking Southern Egoth loses 2 levels.
11/DL
Realm
Dragonlance Uncommon
Any champion attacking the Plains of Dust loses 2 levels.
12/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked by flyers or swimmers.
13/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked flyers or swimmers.
14/DL
Realm
Dragonlance
Common
Any dwarf (champion or ally) defending Thorin gains 2 levels;
any dwarf
attacking loses 2 levels.
15/DL
Realm
Dragonlance
Rare
This realm can only be attacked by flyers or dwarves and is
immune to
offensive wizard spells.
16/DL
Holding
Dragonlance
Rare The attached realm cannot be attacked by wizards. At the
beginning of this
player's turn, this holding must shift to another realm or be
discarded.
17/DL
Holding
Dragonlance
Rare
Any wizard defending the attached realm gains 2 levels; any
wizard attacking
loses 2 levels.
18/DL
Holding
Dragonlance
Common
Only flyers or earth-walkers can attack the attached realm.
19/DL
Holding
Dragonlance
Common
The attached realm cannot be attacked by dragons.
20/DL
Holding
Dragonlance
Uncommon
Any dwarf (champion or ally) who is defeated while defending or
attacking
the attached realm is not discarded but reshuffled into its deck.
21/DL
Monster
6
Dragonlance
Common Flyer. The first ally played with Skie is treated as a
flyer.
22/DL
Cleric
5
Dragonlance
Common
Dwarf.
23/DL
Hero
5
Dragonlance
Common
If defending a realm that has the holding Inn of the Last Home
attached to it,
Tika gains 3 levels.
24/DL
Hero
5
Dragonlance
Uncommon
If used to defend a realm, Lord Gunthar gains 2 levels.
25/DL
Monster
4
Dragonlance
Common
26/DL
Cleric
6
Dragonlance
Common
27/DL
Hero
3
Dragonlance
Rare
Elf
Maquesta gains 4 levels when attacking a realm that has a coast.
28/DL
Wizard
3
Dragonlance
Uncommon
Ladonna is level 7 if she is played from 6PM to midnight. If
the Moon Nytari
Waxes event card is in play, all spells cast by her gain 2
levels.
29/DL
Wizard
4
Dragonlance
Uncommon
Justinian is level 8 if played from 6 PM to dawn. If the Moon
Lunitari Waxes
event card is in play, all spells cast by him gain 2 levels.
30/DL
Monster
8
Dragonlance
Rare
Flyer. Can cast wizard and cleric spells.
31/DL
Wizard
7
Dragonlance Rare
Raistlin gains 2 levels if played from 7 PM to 2 AM; he gains 4
levels if played
against Caramon. If the Moon Nutari Waxes event card is in play, his
spells
gain 2 levels.
32/DL
Wizard
9
Dragonlance
Rare
Fizban can also cast cleric spells. He can only defend, never
attack. All spells
cast by him are at the level of the card's last digit.
33/DL
Monster
8
Dragonlance
Rare
Takhisis can cast wizard spells if she is played from 6 pm to
dawn. She can
only attack, never defend.
34/DL
Wizard
6
Dragonlance
Uncommon
Par-Salian is level 10 if played from dawn to 6 PM. If the Moon
Solinari
Waxes event card is in play, all spells cast by him gain 2
levels.
35/DL
Monster
7
Dragonlance
Uncommon
Flyer. Can cast wizard and cleric spells.
36/DL
Hero
6
Dragonlance
Common
Tanis gains 3 levels if defending a Dragonlance realm. he is
not subject to
adjustments applied to elves.
37/DL
Hero
3
Dragonlance
Common
Dwarf. Flint has the earth-walking ability, letting him strike at any realm.
38/DL
Hero
7
Dragonlance
Rare
Caramon can inspire allies, adding +3 to a single ally or
adding +1 to all his
allies. Must decide when first ally is played.
39/DL
Hero
3
Dragonlance
Common
Kender. Each turn, Tasslehoff can either retrieve any magical item from the player's discard pile or rearrange the magical items held by heroes in his pool.
Tasslehoff's power can be used once per turn and is used in phase 3. The Spellfire Reference Guide Volume I incorrectly states that recovered magical items can be returned to the hand. However, recovered magical items can be only be attached to Tasslehoff. On the players next turn, a magical item attached to Tasslehoff can be transferred to another hero in the player's pool.
Note that Tasslehoff only can rearrange magical items among heroes.
40/DL
Hero
2
Dragonlance
Common
Dwarf. Because attacking champions always underestimate Phudge, they lose 2 levels if he defends a Dragonlance realm.
41/DL
Ally
2
Common
Become +5 if allied with any dwarf champion.
42/DL
Rule
Dragonlance
Rare
Up to three Dragonlance event cards remain in effect at any
given time. If a
fourth Dragonlance event card is played, that player chooses
which
Dragonlance event it replaces.
43/DL
Ally
3
Uncommon
Become +9 if allied with Kaz the Minotaur. Can be kept in the
player's pool
with Kaz until used in battle; discard after use.
44/DL
Ally
3
Common
Become +4 if used to defend a Dragonlance realm. Become +5 if allied withLord Gunthar.
If Solamnic Knights defend a Dragonlance realm their level bonus becomes +4. If attached to the champion Lord Gunthar, the level bonus becomes +5. If attached to Lord Gunthar while defending a Dragonlance realm, the level bonus is +5.
If, after being played with Lord Gunthar or in defense of a Dragonlance realm, the Solamnic Knights are forced to switch sides, the card's level bonus returns to +3.
45/DL
Ally
6
Rare
Swimmer. One enemy ally (this player's choice) is swallowed by
the brine
dragon, instantly defeated.
46/DL
Ally
5
Common
Wild elves.
47/DL
Ally
3
Common
Swimmer. Sea elves. If this player's champion is a swimmer, the
elves can
switch the attack to any other coastal realm. Nonswimming attacking
allies
are discarded.
48/DL
Ally
4
Common
Can be a +4 ally or can assume the level and ability of a single opposing ally.
If the Sivak Draconians choose to assume the ability of an opposing ally, the Draconians' use of that power is secondary to the ally being imitated.
49/DL
Ally
4
Uncommon
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if
defeated,
destroying any player's lead holding.
50/DL
Ally
4
Uncommon
When played, this player can look at the top three cards in any
opponent's
deck. Auraks explode if defeated, sending the opposing champion to
its
discard pile.
51/DL
Artifact
3
Dragonlance
Uncommon
Usable only by heroes, the Dragonlance is +7 vs. dragon champions.
52/DL
Artifact
5
Dragonlance
Uncommon
Usable only by wizards.
53/DL
Artifact
Dragonlance
Common
The attached champion must be defeated twice when defending
before being
discarded. Dragon champions lose 3 levels if attacking this
champion.
54/DL
Artifact
Dragonlance
Common
The attached champion can ignore the effects of up to three
spells per battle if
played from 6 PM to dawn or two spells if from dawn to 6 PM.
Only offensive spells may be ignored.
55/DL
Artifact
5
Dragonlance
Common
The hammer is +7 if wielded by a dwarf.
56/DL
Magical item
Common
This gnomish invention explodes after one use and is discarded.
It sends at
least 6 levels of enemy champions and allies (opponent's choice) to
the
discard pile.
Blamblower is often an instant win, since the requirement to discard at least 6 levels will usually mean that the opposing champion must be discarded. If no allies are attached to a champion, the Blamblower can instantly defeat that champion unless it is immune to magical items.
The Blamblower works against champions below level 6, discarding them.
57/DL
Magical item
Uncommon
A champion wearing this ignores attacks from all magical weapons. (Def)
58/DL
Magical item
7
Common
Usable only by dwarves, gnomes, kender, and halflings, the
emerald works
only against monsters. (Def)
59/DL
Magical item
Common This gnomish invention cannot be used the turn it is first
played. A
champion and all allies can attack a coastal realm, each gaining 2
levels. They
are treated as swimmers. No effect on landbound realms. (Off)
60/DL
Magical item
Uncommon
Usable only by wizards, the brooch creates a shield surrounding
the
champion, allowing him to ignore the effect of one spell per battle.
(Def)
61/DL
Magical item
Rare
All attacking champions and allies are lowered in level by 1 or
by 3 if the
armor is worn by Lord Gunthar. (Def)
62/DL
Magical item
Rare
At the end of every other turn, the player can bring one wizard
from the
discard pile and place that card on top of his draw pile. (Def)
63/DL
Magical item
Rare
Each turn, this player can send one of his opponent's magical
items to the
discard pile.
The Wand is used during phase 3 of each of the owning player's turns, or, if it has not already been used, during combat involving the champion bearing the wand.
64/DL
Magical item
Uncommon
Creates a strong force of wind, keeping at least 6 levels of
allies (opponent's
choice) out of a battle. (Off)
65/DL
Magical item
2
Rare
The dagger is +4 if played from 6 PM to dawn. It gains an
additional +1 for
each Moon Waxes event card in play. (Off)
66/DL
Wizard spell
Rare
If played 6 PM to dawn, it is now considered day. This spell
reverses the effect
of a day into night card. Remains in effect until countered or
dispelled.
(Def/3)
67/DL
Wizard Spell
Rare
If played dawn to 6 PM, it is now considered night. This spell
reverses the
effect of a night into day card. Remains in effect until countered or
dispelled.
(Def/3)
68/DL
Wizard spell
Uncommon
Champion can ignore all spells and magical items used by an
opponent for
one round of battle. (Def/4)
69/DL
Wizard spell
Common
An opponent's champion loses its nerve in battle. It must
return to its pool
and is considered defeated. (Off/4)
70/DL
Wizard spell
4
Common
Elf
(Off/4)
While the card inicates Strength is an offensive spell, it is bluelined as defensive.
71/DL
Wizard spell
Common
Adds +2 to all magic swords, axes, spears, and hammers on this
player's side
for all battles played in a single turn. (Off/3)
72/DL
Wizard spell
Common
If played from 6 PM to dawn, this spell reduces an opponent's
champions and
allies by 2 levels for one battle. (Off/3)
73/DL
Wizard spell
Common
When attacking, this player can switch his champion with
another champion
form either his pool or his discard pile. (Off/4)
The card incorrectly indicates it is an offensive spell. This spell is considered blueline defensive, since it does not affect the opposing champion.
When used, all cards already played in this round and all attached magical items and artifacts become attached to the new champion. If an artifact cannot be attached to the new champion, it is discarded. Artifacts and magical items remain with the new champion after the battle. The switch can be made with any champion, even a champion that has already participated in the current battle. If the new champion was previously in the discard pile, the old champion goes to the discard pile.
Switch cannot be used to retrieve an Avatar from the discard pile without meeting the requirements for bringing the Avatar into play.
74/DL
Wizard spell
Uncommon
All spells in this player's discard pile are returned to his
deck and reshuffled.
(Def/3/5)
When Recall is cast, all spells in the discard pile, but not
Recall itself, are
shuffled back into the draw deck.
75/DL
Wizard spell
Uncommon
The wizard who casts this becomes a level 9 hero for one round.
he can still
cast wizard spells. (Off/3)
If Midnight is in play, a
wizard who wishes to cast this spell must ask
her permission to cast it. However, once the spell is cast, the
wizard (now a
hero) no longer needs to ask permission to cast additional spells.
76/DL
Wizard spell
Common
From 1 to 6 levels of an opponent's allies join this player's
side (caster's
choice) (Off/3)
Despite the card's wording, this spell is cast in phase 4, not phase 3.
77/DL
Wizard spell
Common
All flyers (champions and allies) lose 2 levels. (Off/4)
78/DL
Wizard spell
Common
Swimmers are held in place, preventing them from attacking or
defending.
(Off/3)
79/DL Cleric spell
Common
Champion is +2 against draconians and is immune to their
effects when
defeated. (Off/4)
80/DL
Cleric spell
Rare
All champion immune to spells and magical items are now
vulnerable for
this player's turn. (Def/3)
81/DL
Cleric spell
Rare
This player can retrieve one champion and one ally from his
discard pile,
which must be put into his hand. (Def/5)
82/DL
Cleric spell
3
Common
One champion and up to two allies can fly for one round. (Def/3/4)
83/DL
Cleric spell
Uncommon
All spells cast at this champion by an opponent are directed
back at that
opponent or at any other champion (this player's choice). (Def/4)
Like Dispel Magic, Reflection can be cast at any time. If cast in battle, it remains in effect for the round. Reflection affects offensive spells.
84/DL
Cleric spell Common
A champion and two allies gain the ability to move through the
earth,
attacking any realm. (Def/3)
85/DL
Cleric spell
Common
Select an opponent's magical item to use with any champion this
round.
Return the item to the original player after use. (Def/3)
The item returns to the original player's hand after phase 4 of your turn. It does not have to be used in battle. The Spellfire Referece Guide incorrectly states that the item is discarded if the player's champion is defeated (discarded). As the card indicates, it is returned to the original player after use (battle).
86/DL
Cleric spell
Common
The allies of an opponent falter and do not fight this round.
Any in battle
return to their player's hand. (Off/4)
87/DL
Cleric spell
Common
This player's allies and magical items currently under the
control of an
opponent return to their original deck and are reshuffled.
(Def/5)
Despite the wording of the card, it is cast in phase 4, not phase 5.
88/DL
Cleric spell
Common
This player can withdraw his champion or one ally from a battle
and return it
to the top of his draw pile. He loses the round. (Def/4)
89/DL
Cleric spell
Common The attacking force has a change of heart. That force's
magical items and
spells are discarded. Champions and allies return to the opponent's
pool or
hand. (Off/4)
90/DL
Cleric spell
Common
Select a spell or magical item and double its effectiveness for one round. (Off/3)
Double Trouble doubles the effectiveness of a spell or magical item, but not the number of targets. For example, if Death Spell (Kills any one champion or ally of the caster's choosing of level 7 or less) is doubled, one champion of level 14 or less is killed.
Double Trouble can be cast in phase 3 to double the effect of a magical item to be used in phase 4 (combat).
91/DL
Event
Common
One Dragonlance champion or ally in each player's discard pile
is returned to
the top of its respective deck.
92/DL
Event
Uncommon
The god of animal life and the seas is watching. Until the
player's next turn,
no coastal realm can be attacked.
93/DL
Event
Uncommon
The war god has taken an interest in the affairs of men. All
nonspellcasting
champions gain 3 levels until this player's next turn.
94/DL
Event
Common
All dwarves, gnomes, and kender (champions and allies) gain 2
levels until
the end of this player's turn.
95/DL
Event
Common
Only Dragonlance allies may be played until this player's next turn.
96/DL
Event
Common
Zeboim lends her might to all champions and allies attacking a
coastal realm.
These attackers gain 1 level until this player's next turn.
97/DL
Event
Rare
A force of bronze dragons rallies to this player's side,
preventing all attacks
against his realms until his next turn.
If Bronze Dragons is played after an attacker has come forward, the attacker returns to his pool.
98/DL
Event
Rare
All wizards gain 1 level until this player's next turn,;
wizards of the whit robe
gain 3 levels.
99/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards
of the red robe
gain 3 levels.
100/DL
Event
Rare All wizards gain 1 level until this player's next turn;
wizards of the black robe
gain 3 levels.
1/DL Chase
Event
Chase
All allies of Dragonlance champions gain 3 levels until the end
of this event
player's next turn.
2/DL Chase
Magical item
2
Chase
The axe is a +6 weapon if the Sword of Friendship is in play anywhere. (Off)
3/DL Chase
Magical item
3
Chase
The sword is a +6 weapon if the Axe of the Brotherhood is in
play anywhere.
(Off)
4/DL Chase
Hero
3
Dragonlance
Chase
Becomes a level 8 hero when fighting a monster; immune to
offensive spells
cast by monsters.
5/DL Chase
Hero
4
Dragonlance Chase
Becomes a level 9 hero when fighting a wizard immune to
offensive wizard
spells.
6/DL Chase
Hero
6
Dragonlance
Chase
Becomes a level 10 hero when fighting a monster; immune to
offensive
magical items.
7/DL Chase
Magical item
3
Chase
Plus 2 additional levels when fighting a monster; immune to
offensive spells
cast by monsters. (Def)
8/DL Chase
Event
Chase
Only heroes can attack or defend until the end of this event
player's next
turn.
9/DL Chase
Event
Chase
Defending Dragonlance champions gain 5 levels and can cast
clerical spells
until the end of this event player's next turn.
10/DL Chase
Artifact
4 Dragonlance
Chase
Attached champion can cast wizard spells and doubles the level (number in icon) of spells he casts. Only a wizard or monster can be played in defense against the skull.
Card Combo: If the Skull of Fistandantilus (only wizards or monsters can defend) is combined with the Sword and Helm of Garion (only psionicists, clerics, and heroes can defend), only champions with immunities to artifacts and magical items can defend.
11/DL Chase
Magical item
2
Chase
Plus 2 additional levels if attached to a monster. (Off)
12/DL Chase
Artifact
1
Dragonlance
Chase
The opponent's unmodified level (printed on the card) is halved
and
rounded down.
13/DL Chase
Wizard spell
Chase
Forces any one champion in a pool to the abyss (champion is
removed from
game). (Off/3)
14/DL Chase
Event
Chase
Place this on any champion. That card is out of play until dispel magic is cast on it.
A Trapped champion is considered to be in Limbo until the event is dispelled.
If the Mirror is played on an attacking champion before a defender is chosen, the attacking player can choose another champion with which to attack.
15/DL Chase
Ally 2
Chase
The attached champion wins a round automatically if any of the
opposing
force is undead.
16/DL Chase
Magical item
Chase
When the attached champion loses a round, the mirror is broken
and this
card becomes a level 6 monster in the owner's pool. (Def)
17/DL Chase
Monster
6
Dragonlance
Chase
Level 10 vs. any Dragonlance champion or allies.
18/DL Chase
Magical item
Chase
No card has immunity to anything when this mirror is in play.
Because this is a defensive magical item, only Alicia (18/1st Chase) is immune to the Helmet of Power.
19/DL Chase
Rule
Dragonlance
Chase
All wizards gain 4 levels.
20/DL Chase
Rule Dragonlance
Chase
The gods grant that all undead opposing clerics are instantly destroyed.
21/DL Chase
Rule
Dragonlance
Chase
All monsters are immune to defensive spells and walls.
22/DL Chase
Rule
Dragonlance
Chase
Heroes who draw spoils of war draw two cards; the first can be
treated
normally, the second can only be held or discarded.
23/DL Chase
Wizard spell
Chase
For one round the champion's original level (printed on card)
is doubled.
(Def/4)
24/DL Chase
Magical item
1
Chase
The attached champion and all allies become swimmers able to
attack any
realm with a visible coastline, regardless of the realm's position in
the
formation. (Def).
25/DL Chase
Artifact
Dragonlance Chase
The attached champion can cast cleric spells. The player draws
one extra card
per turn and increases maximum hand size by 1.