1/PW
Magical Item
2
Uncommon
Sword
Cannot be attached to a wizard or a cleric. For one round of
battle, Adjatha
drains all magical items of the opposing champion, rendering them
useless.
Add +2 to Adjatha for each item drained. (Off)
Adjatha's power negates all of the opposing champions magical items, including defensive magical items.
2/PW
Magical Item
3
Rare
Sword
Cannot be used by monsters. Against all shapechangers
(werebeasts, Strahd
von Zarovich, and the Kargat Vampire) Abhorrence becomes a +7
weapon.
(Def)
3/PW
Magical Item
1
Rare
Cannot be used by monsters. This sword automatically defeats
giant
champions, and it reduces opposing undead and werebeasts to level 0.
(Off)
The Sword of Avoreen reduces an opposing undead or werebeast champion's adjusted level to 0 at the time it is played. Any additional cards other than undead or werebeasts that are played by the opponent increase the champion's level normally.
The Spellfire Reference Guide Volume II incorrectly indicates that base level is reduced to 0. It is in fact the adjusted level that is reduced to 0. In the example given in the Guide, the Ghostly Piper (a level 8 undead monster) with the Amulet of Spell Protection (+5 magical item) attached would be reduced to level 0 at the time the Sword of Avoreen is played.
4/PW
Magical Item
4
Uncommon
During battle, the Sword of Blackflame reflects all spells back
at the caster. Can
be played in combat to reflect a spell just cast. (Def)
Sword of Blackflame reflects all offensive spells back at the
caster. It has no
effect on defensive spells. Its power is only usable during combat.
5/PW Magical Item
4
Rare
Cannot be used by monsters. In battle, this mighty weapon
causes fear. The
opposing champion becomes level 1, and his allies are each reduced to
a +1
bonus. (Off)
6/PW
Magical Item
6
Uncommon
Sword
During battle, Dragonsbane destroys all dragons. (Off)
Dragonsbane destroys all opposing dragon champions and allies. It
does not
affect the champion holding the Dragonsbane.
7/PW
Psionic Spell
2
Common
Offensive
Psionic power. Usable by psionicist champions. If the psionic
champion with
this power is defeated, the opposing champion may not attack this
player's
realms for the rest of the game.
8/PW
Magical Item
3
Rare
Only usable by monster champions. This sword becomes a +7
weapon when
used by an undead champion or werebeast. (Off)
9/PW
Psionicist
9
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. Davron's
psionic Death
Field can destroy the opposing champion automatically. Davron is sent
to the
Abyss (taken out of play) if the power is used.
Davron's psionic power is offensive.
10/PW
Psionicist
3
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. Discard one magical item from your pool to activate Yorgia's Metamorphosis, allowing her to imitate the power of any monster in play and add its level to her own.
Yorgia's power can be activated in phase 3 or in combat.
11/PW
Psionicist
8
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When used in
defense,
Roghal can employ his Precognition, forcing the attacker to lay face
up all
cards he intends to use in this battle. The attacker can use only
those cards.
If Good Fortune is among the
cards placed down at the start of battle,
it may be played and any of the five cards drawn may be played.
Roghal's
psionic power is offensive.
12/PW
Psionicist
8
Greyhawk
Common
Offensive
Psionicist Champion; can use psionic power cards. Kelsur can
employ his
Telekinesis to steal a single magical item or artifact from the
opposing
champion for the duration of the battle. The item can be of any
world.
Kelsur's psionic power is offensive.
13/PW
Psionicist
7
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. Rand can employ his Levitation, preventing all but flyers from battling him.
Rand's levitation power is similar to a wall spell. Upon using Rand's power, the round is over and champions return to their pools. The attacking player may continue the battle with a new champion. Rand's psionic power is defensive. Rand is not considered a flyer.
Card Combo (from the Sussman Zone ): Attaching the Rod of 7 Parts, #4 (Flyers cannot be played against the attached champion) to Rand makes him nearly impossible to defeat.
14/PW
Psionicist
7
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. If defeated
when attacking,
Seveia can employ her Shadow-form to return, invisibly, to her
owner's pool.
The defender still gets the spoils of victory.
Seveia's psionic power is defensive.
15/PW
Psionicist
7
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. Rafe can
psionically Cause
Decay, instatly destroying all of the opposing champion's magical
items or an
artifact of +4 or less.
Rafe's psionic power is offensive.
16/PW
Psionicist
6
Forgotten Realms
Common
Defensive
Psionicist Champion; can use psionic power cards. While in the
pool,
Jacenelle can psionically double another psionicist champion's level
during
battle.
Jacenelle can use her power once per turn (from phase 3 of one turn until phase 3 of her next normal turn). Jacenelle doubles the champions adjusted level at the time he enters battle. Cards attached after the start of battle are not doubled.
17/PW
Psionicist
5
Dragonlance
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. At the start
of a battle,
Bilago can employ his Mindwipe to subtract his adjusted level from
the
opposing champion's adjusted level. A champion reduced to level 0
is
discarded.
Bilago's mindwipe power is used at the start of battle, before the effects of any other cards that may adjust the opponents level. Bilago's psionic power is offensive.
The Spellfire Reference Guide Volume II incorrectly describes a combination of Bilago Lumen and the Sword of the High King. Bilago's mindwipe power is used before the powers of any attached cards are activated. The power of the Sword of the High King thus reduces the opposing champion's adjusted level to 1 after Bilago uses his mindwipe power.
18/PW
Psionicist
6
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. Through
psionic Ejection,
Dawn is automatically immune to all psionic powers.
Dawn is only immune to offensive psionic powers.Dawn's psionic
power is
defensive.
19/PW
Psionicist
6
Dark Sun
Common
Psionicist Champion; can use psionic power cards. Can also cast
wizard and
cleric spells.
Phridge's psionic power is offensive.
20/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. Seluna can
employ her
Appraise power, allowing her owner to look at the opponent's hand.
She can
then withdraw from combat (treat as a defeat), returning to the
pool.
Seluna's psionic power is defensive.
21/PW
Psionicist
5
Dark Sun
Common
Offensive
Psionicist Champion; can use psionic power cards. Kerm can
employ his
Ultrablast to halve the opposing champion's level (round up) and
discard all
allies in play. If victorious, he returns to his pool at the end of
his player's
next turn.
Kerm's psionic power is offensive.
22/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. When in a
battle, Havrum
may employ his Stasis Field power to end the battle with no victory
or spoils
for either side. The opposing champion returns to his pool, and
Havrum is
discarded.
Havrum's psionic power is defensive.
23/PW
Psionicist
5
Greyhawk
Common
Offensive
Psionicist Champion; can use psionic power cards. When in
battle, Lyr may
employ her Banishment power to discard one champion in any pool.
When Lyr enters a battle, she can send a champion in another pool
to the
Abyss. When defending, Lyr may immediately use this power. When
attacking, the power is used immediately after a defender is put
forward. Lyr
cannot banish the opponent in the current battle, since that champion
is not
in a pool.Lyr's psionic power is offensive.
Card Combo (from Mark Towse): Attach Winged Boots to Lyr, allowing her to use her power, lose the battle, and then return to the pool (as long as the opposing champion is not a flyer) to do it again next turn.
24/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. When
attacking, Colum
may employ All-Round Vision, allowing his owner to examine the hands
of
all other players before deciding which realm to attack.
Colum's power is used in phase 4 before he enters a battle. If the
player
chooses to use Colum's power, he must attack. A player with a
champion
such as Erillika (262/3rd; When defending she can negate all psionic
powers
for the battle.) is still subject to Colum's power because battle has
not yet
begun. Colum's power is stopped by either
Psychic Storm or
Psionatrix.Colum's psionic power is
defensive.
25/PW
Psionicist
4 Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When defeated
in battle,
Kelaser may psionically Detonate an opponent's hand. The opponent
must
discard the cards and draw a new hand of five.
Kelaser's psionic power is offensive. Any other player's hand can be detonated, not necesarily the opponent in battle.
Hijacking can be played on the target of Kelaser's power to take the five cards and leave the target player with no cards.
26/PW
Psionicist
4
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. In battle,
Breshkll may be
used as a champion or an ally. He may psionically Cannibalize, adding
his
opponent's level to his won, but then must be discarded after
battle.
Breshkll can be used as either an ally or a champion. If used as
an ally, he is
discarded after battle just like any other ally. Breshkll's
"cannibalize" power
can be used regardless of whether Breshkll is acting as a champion or
an
ally.Breshkll's psionic power is defensive.
27/PW
Psionicist
4
Dragonlance
Common
Defensive
Psionicist Champion; can use psionic power cards. Masara can be
used as an
ally or a champion. She psionically projects Invincible Foes, adding
+4 levels
to each of her allies.
Masara's psionic power is defensive.
28/PW
Psionicist
4
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When involved
in battle,
Raydan can use Mindlink to use the level and power of psionicist in
another
player's pool.
Rayden's psionic power is offensive.
29/PW
Event
Common
No psionic powers may be used and all psionicists are reduced
in level by half
(round up). The effects of this card last until another event card is
played.
30/PW
Event
Common
All flyers are grounded and cannot attack or defend. All
earth-walkers battle
at half their normal levels (round up). These effects last until the
end of this
player's next turn.
31/PW
Event
Common
Offensive spells, magical items, and artifacts have no effect
on undead
champions and allies until the end of this player's next turn.
32/PW
Event
Rare
All werebeasts triple their levels and are immune to offensive
spells, magic
items, and artifacts until the end of this player's next turn.
The Spellfire Reference Guide Volume II incorrectly indicates that base level of werebeasts is tripled. It is the adjusted level that is tripled.
33/PW
Event
Rare
34/PW
Cleric Spell
4
Common
Grants this player's champions immunity to psionic power cards
and
psionicist champion powers until the start of this player's next
turn. (Def/3/4)
35/PW
Event
Common
All spells in play must be discarded. No more can be cast until
this player's
next turn, including Limited Wish.
Limited Wish may be immediately be played as a counter-effect card to negate Nullification. If not immediately played, Limited Wish cannot be played until Nullification expires.
36/PW
Event
Rare
All holdings in play are destroyed (discarded).
37/PW
Event
Rare
Negates the special power of one champion or one realm (this
player's choice)
until the end of this player's next turn.
38/PW
Event
Common
Play to cancel the Caravan event card just after it is played.
This player may
also randomly draw and discard one card from each opponent's
hand.
Caravan Raiders can only be played when another player plays Caravan.
39/PW
Cleric/Avatar
12
Forgotten Realms
Rare
Avatar. A cleric must be discarded to bring Icedawn into play.
Icedawn is
immune to events, walls, and offensive cleric spells. Limit one
avatar per
pool.
40/PW
Cleric/Avatar
13
Forgotten Realms
Rare
Avatar. A cleric must be discarded to bring Nightsinger into
play. Nightsinger
can create darkness, halving the levels of the opposing champion and
his
allies (round down).
41/PW
Cleric/Avatar
15
Greyhawk
Rare
Undead
Avatar. A cleric must be discarded to bring Bonemaster into
play. Bonemaster
makes this player's undead immune to offensive spells, magical
items,
artifacts, and events.
42/PW
Cleric/Avatar
16
Greyhawk
Rare
Avatar. A cleric must be discarded to bring Lady Fate into play. Before combat, her owner can examine an opponent's hand and discard any two cards.
The Lady of Fate's power requires combat, which means that if she is attacking, a defender must be brought forward. If the opponent chooses not to defend, the Lady's power cannot be used.
The Lady's power, once activated by combat, can be used against any opponent, not necessarily the opponent in combat.
43/PW Cleric/Avatar
17
Greyhawk
Rare
Avatar. A cleric must be discarded to bring
44/PW
Cleric/Avatar
18
Dragonlance
Rare
Swimmer
Avatar. A cleric must be discarded to bring Tempest into play.
Tempest makes
this player's swimmers immune to offensive spells, magical items,
and
artifacts. If the Sea Queen is in play, Tempest cannot be.
45/PW
Cleric/Avatar
19
Dragonlance
Rare
Avatar. A cleric must be discarded to bring Sirrion into play.
Immune to
offensive spells. In battle, Sirrion forces the opposing champion's
magic items
and artifacts to be discarded.
46/PW
Cleric Spell
Common
This spell remains in effect until the end of this player's
next turn. Mirror,
mirror turns all spells against their casters. (Off/3/4)
Mirror, Mirror functions like a long-lasting
Spell Turning. It is not a
counter-effect card. Unlike Spell
Turning, it can only be cast during phase 3 or 4. Like
Spell Turning, only offensive spells are affected.
47/PW
Cleric Spell Common
Enables this player to end his attack at any time, counting it
as a loss, but
returning his champion and allies to his hand. (Def/4)
48/PW
Cleric Spell
Common
Play immediately after both champions have been chosen. No more
cards can
be played in this round of battle. (Off/4)
Once Stasis is played, only champions (in battle or in pools) that are immune to offensive spells can continue to play cards. Stasis can be dispelled if played immediately as a counter effect card. Wish cannot be played on Statsis since it does not have a lasting effect.
Because events are played by the player, not the champion, event cards may continue to be played.
49/PW
Ally
3
Uncommon
Every friendly ally played after this one gains 3 levels.
50/PW
Wizard Spell
Common
Replace an opposing champion's power with the power of any
other
champion in play. Lasts until dispelled. (Off/3/4)
51/PW
Wizard Spell
Common
This player may not e attacked again until after his next turn. (Def/5)
52/PW
Monster
6 Dark Sun
Uncommon
Earth-walker. Psionicist; may use psionic power cards.
53/PW
Monster
5
Forgotten Realms
Uncommon
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.
54/PW
Monster
4
Forgotten Realms
Uncommon
Swimmer. No elf champion or ally can oppose him in battle.
Becomes level 9
if attacking a coastal realm.
55/PW
Monster
5
Forgotten Realms
Uncommon
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.
56/PW
Monster
5
Dark Sun
Uncommon Psionicist; may use psionic power cards. If Kirre is
defeated, his owner may
draw one card and add it to his hand.
57/PW
Monster
4
Forgotten Realms
Uncommon
Swimmer. All opposing allies lose their special powers.
58/PW
Monster
10
Forgotten Realms
Rare
This monster absorbs (discards) all champions and allies of level 6 or 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.
Only champions and allies with unadjusted levels of 5 or less can battle the Living Wall. Champions of base level 6 or greater are automatically defeated. If Living Wall defends against Lovely Colleen (22/1st Chase), it automatically loses, since the attackers power is activated first. Living Wall is also defeated by the Iron Golem.
Tyvorg has the power to instantly defeat the Living Wall. Tyvorg's power takes effect when he is played, so if Tyvorg is played from the hand to defend against the Living Wall, the Living Wall is instantly destroyed. Because combat has not begun, the attacking player may put forth another champion, but Tyvorg must continue to defend.
59/PW
Monster
6
Forgotten Realms
Uncommon
Swimmer. In combat, the Tako multiplies its level times the
level of its
lowest ally.
Tako multiplies his adjusted level (base level plus magical items and artifacts) at the time the first ally is played by the lowest level ally played with him. Any cards played after the first ally are added to Tako's adjusted level.
Card Combo: The Ogre loves to combine Tako with the Axe of the Dwarvish Lords, which supplies a +8 ally in addition to the Axe's +3 bonus. Tako's adjusted level with the Axe is 72 [(6+3)x8=72].
60/PW
Monster
4
Dark Sun
Uncommon
Earth-walker. In battle, the earth elemental automatically defeats any champion whose card number has a last digit of 3 or less.
The Earth Elemental defeats any champion with a last digit of 3 or less, including realm champions.
61/PW
Monster
8
Forgotten Realms
Rare
Earth-walker. In battle, Skriaxit forces the opposing champion
and all his
allies to fight at half their normal levels (rounded down).
62/PW
Monster
5
Forgotten Realms
Uncommon
Earth-walker. Reflects all psionic powers back to the projector.
The Mountain Giant reflects psionic powers back at the original
projector.
This reflection only occurs when the Mountain Giant is the target of
the
psionic power.
63/PW
Monster
3
Forgotten Realms
Uncommon
Swimmer. The Grippli can use any magical item, with it highest level bonus.
When Grippli uses a magical item with different level bonuses depending on certain conditions, the Grippli always gets the highest possible bonus. Examples of such magical items are Sword of the Black Flame (+3, +7 if attached to undead), Staff of Striking (+3, +5 if attached to a cleric), and the Axe of Friendship (+2, +6 if the Sword of Friendship is in play). In each of these case, Grippli would get the higher bonus.
Grippli alsways gets the full +10 bonus from Hero's Chalice, not just when defending.
Magical items with variable bonuses also carry the maximum possible level when attached to Grippli. For example, the Wand of Wonder calls for the player to draw and discard a card. The last digit of the drawn card is the level bonus of the Wand. When attached to Grippli, a card is still drawn and discarded, but the level bonus of the Wand is always +9.
Grippli can use any magical item, regardless of restrictions, such as Sword of the High King.
64/PW
Psionic Spell 1
Common
Psionic power. Usable by psionicist champions. A psionicist
with this power
can be used as an ally. (Off/3/4)
If the champion is used as an ally, it is discarded after battle just like any other ally.
65/PW
Rule
AD&D
Rare
All champions of base level 6 and above are reduced to level 2. The levels of all others are doubled.
The changes brought about by Brandobaris's Inversion are to champions' base levels. The new levels are base levels.
Card Combo: With Brandobaris's Inversion in play, cast Spectral Dragon. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
Card Combo: Sword of Sharpness is very effective with Brandobaris's Inversion in play, instantly defeating champions with a base level of 3 or less.
Card Combo (from Shadowlord's Spellfire Page ): With Brandobaris's Inversion in play, play Supernatural Chill. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
Card Combo (from The Dragon's Horde - Spellfire Home Page ): With Brandobaris's Inversion in play, the following cards are particularly effective:
66/PW
Psionic Spell
3
Common
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). ef/4)
67/PW
Psionic Spell
Common
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)
68/PW
Rule
AD&D
Rare
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.
69/PW
Psionic Spell
2
Common
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)
70/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. discard all magical items and artifacts in play. (Off/3/4)
71/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. The wielder may steal the use of one magical item or one artifact in play anywhere. That card returns to its owner's hand afterward. (Off/3/4)
72/PW
Psionic Spell
3
Common
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)
73/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. All magical items and artifact of the opposing champion are discarded. (Off/4)
74/PW
Psionic Spell
4
Common
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)
All spells, events, champion powers, and rule cards are negated for this player. Unfortunately, defensive spells, helpful events, and beneficial champion powers are also negated for this player. Control Wind is subject to Wish.
Control Wind is not a counter-effect card.
75/PW
Psionic Spell
3
Common
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)
76/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. Used in battle, this power forces all allies of the opposing champion to join the user's side. (Off/4)
77/PW
Psionic Spell
4
Common
Offensive
Psionic power. Usable by psionicist champions.
78/PW
Cleric/Avatar
11
Dragonlance
Rare
Swimmer
Avatar. Discard a cleric to bring the Sea Queen into play. She makes swimmers of all this player's champions and allies and may reclaim one magical item each turn as it is discarded. If Tempest is in play, the Sea Queen cannot be.
79/PW
Cleric/Avatar
14
Dragonlance
Rare
Avatar. A cleric must be discarded to bring Kiri into play. In combat, Kiri negates all special powers of all champions in play. Limit one avatar per pool.
Kiri's power activates immediately upon entering combat, even before an opposing attacker's special power activates. Kiri can therefore defend against champions such as the Living Wall, that would normally instantly defeat an opposing champion.
Kiri retains his own special power while in combat.
80/PW
Cleric
9
Dark Sun
Uncommon
Shadair can use wizard spells, and psionic power cards.
81/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. For the remainder of this battle, all offensive psionic powers used against this champion become +2 and have no extra abilities. (Def/4)
82/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. User becomes immune to offensive psionic powers until the beginning of his next turn.
83/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. Until the end of his next turn, the user of this power is immune to all offensive spells, magical items, and psionic powers except those of avatars. (Def/3)
84/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. this champion may force the discard of one non-champion card with the word flame or fire in its title. (Def/4)
85/PW
Rule
AD&D
Rare
No psionic power cards or artifacts may be played.
While prohibiting the play of new psionic power cards, Psychic Storm does not affect powers already in play.
86/PW
Rule
AD&D
Rare
No wizard or clerical spells may be played.
87/PW
Rule
AD&D
Rare
All avatars can use psionic power cards.
88/PW
Rule
AD&D
Rare
Only clerics may use psionic power cards.
89/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. Doubles the levels of all allies played on this champion. (Def/4)
90/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. The user may search his draw deck for one champion of level 6 or less to aid him in this battle. Reshuffle the draw deck afterward. (Def/4)
The champion selected is treated as an ally and is discarded after battle, win or lose.
91/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. In combat, the user of this power can use the level and effects of one magical item or artifact in another player's pool. (Def/4)
92/PW
Cleric Spell
3
Common
The opposing champion is reduced in level to +3, and his allies to +1, for the duration of this combat. (Off/4)
The powers of Melt Stone apply to cards played before and after Melt Stone has been played.
93/PW
Psionic Spell
8
Common
Offensive
Psionic power. Usable by psionicist champions.
Psionic blast is an offensive psionic power.
94/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. A champion using this power doubles his level for the duration of this battle. (Def/4)
The Spellfire Reference Guide Volume II incorrectly indicates that base level is doubled. It is the adjusted level that is doubled.
95/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. This power allows its user and his allies to attack any realm, regardless of its position. (Def/3)
96/PW
Psionic Spell
2
Common
Psionic power. Usable by psionicist champions. No allies can be played against a psionicist champion using this power. (Off/3/4)
When this card is played, any opposing allies are discarded and the opponent can play no more allies for the remainder of the round.
97/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. The user can look through his draw pile and select any single magical item or artifact to play immediately. Reshuffle the draw pile afterward. (Def/3/4)
98/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. Ends combat. Both champions return to their pools; all other cards are discarded. The battle is a draw; there are no spoils. (Off/4)
In the case of one champion being immune to offensive psionic powers, the Spellfire Reference Guide Volume II incorrectly indicates that the battle is over with no victor. However, if Psychic Lock is played by a defender against an attacker who is immune to offensive psionics, the defender returns to his pool and the attacker is victorious and may continue the battle with another champion. If Psychic Lock is played by an attacker against a defender who is immune to psionics, the battle ends and the attacker's turn moves to phase 5.
99/PW
Psionic Spell
2
Common
Psionic power. Usable by psionicist champions. Automatically
defeats undead
champions and allies. (Off/4)
100/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. Forces the attacker to redirect his attack to any other realm in play, ignoring its placement and special powers during the battle. (Off/4)
Dimensional Door is played by a psionicist in the defending player's pool after an attacking champion comes forward. The round then continues with the same attacker and any attached cards. If the attack is shifted to a realm in another player's formation, a defender must be brought forward by the player whose realm is now under attack or the realm is razed.
The card states that the attack may be shifted "to any other realm in play," however, the attack cannot be redirected to one of the attacker's realms.
1/PW Chase
Realm
AD&D
Chase
Any psionicist champion defending the Crystal Sphere doubles his level.
2/PW Chase
Holding
AD&D
Chase
Can be attached to any realm. Any defender is considered a psionicist champion. If attached to the Crystal Sphere, it adds +6 to the defender's level.
3/PW Chase
Artifact
AD&D
Chase
Usable by any avatar. An avatar with this artifact attached can use any number of artifacts from any worlds.
This artifact allows an avatar to avoid the world restricitons of artifacts, but any other restrictions must still be met.
4/PW Chase
Artifact
AD&D
Chase
Usable by any wizard. This artifact enables wizards to use psionic power cards.
5/PW Chase
Event
Chase
6/PW Chase
Magical Item 6
Chase
This sword negates all spells cast by the opposing champion. (Def)
Fate's Promise negates all spells, including defensive spells, cast by an opposing champion in combat.
7/PW Chase
Artifact
AD&D
Chase
Usable by any psionicist champion. This artifact enables psionicists to cast wizard spells.
8/PW Chase
Artifact
+4
AD&D
Chase
The attached champion may duplicate the effect of any one spell, psionic power card, or psionicist champion power in play
The Quill Pen of the Planes can be used once per turn to duplicate a spell or psionic power. It operates in a similar fashion to the way Bell of Might duplicates events. Quill Pen continues to duplicate a particular spell, psionic power card, or psionicist champion power until phase 3 of the player's turn, at which time a new spell, power, or psionicist can be copied. If the Quill Pen is not used during a player's phase 3 to copy a champion power, it may be used later to copy a spell or psionic power card when such card is played.
If the Quill Pen is used to duplicate a spell, a player with Mulmaster in play can draw a card for both the original spell and the duplicated spell.
The Quill Pen cannot be used to duplicate a player's own spell.
When used to duplicate a psionicist's power, it is considered defensive in nature. The copied power can therefore be used against a champion that is immune to artifacts. Only one psionicist can be copied at a time.
The artifact's +4 bonus remains after it has been used to copy a spell or power.
If the Quill Pen is used to duplicate Wish, and the target of the duplicated Wish is a dungeon card, the Quill Pen and the champion to which it is attached are removed from the game (sent to the Void).
9/PW Chase
Artifact
AD&D
Chase
Usable by any champion. This artifact generates a wild talent. It allows the attached champion to duplicate the power of any one psionicist champion currently in play.
Powers gained through the Tantelear are in addition to the attached champion's own powers.
10/PW Chase
Magical Item
2
Chase
Allows monsters to use psionic power cards, but the psionic card's levels are all reduced to +2. (Def)
A psionic power card of bonus level +1 or with no bonus does not change.
11/PW Chase
Magical Item
2
Chase
12/PW Chase
Magical Item
1
Chase
Usable only by clerics. Grant immunity from all offensive spells, offensive magical items, and artifacts. (Def)
13/PW Chase
Magical Item
Chase
Usable only by a psionicist champion. No wizard spells may be cast during any combat with this champion. (Off)
14/PW Chase
Magical Item
Chase
Usable only by psionicist champion. No cleric spells may be cast during any battle with this champion. (Off)
15/PW Chase
Rule
AD&D
Chase
The Psionatrix reduces all psionicists to half their normal levels (round down) and prevents the use of their powers and psionic power cards.
16/PW Chase
Rule
AD&D Chase
While the antimagic cloud is in effect, all spells, magical items, artifacts, and champion abilities (except psionicists') are nullified.
If Ellorelloran is brought into play while Antimagic Cloud is in play, the rule card is discarded.
17/PW Chase
Rule
AD&D
Chase
Discard all swimmers in pools; no new swimmers may be put into play.
18/PW Chase
Rule
AD&D
Chase
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until the end of the game.
No new rule card can be played.
Note the different wording in the first paragraph of this rule card. Even if the Ultimate Rule Card is removed from play, such as with Wish , Ellorelloran, or Gib Kcir, no new rule card can be played for the remainder of the game.
A player can play Control Wind, which negates a rule card, and then play another rule card to remove the Ultimate Rule Card.
19/PW Chase
Rule
AD&D
Chase
20/PW Chase
Rule
AD&D
Chase
Avatars can be played without discarding clerics.
This rule card allows avatars to be played without discarding a cleric. Avatars such as Shar that require cards in addition to a cleric to be discarded still have these other requirements.