1/FR
Event
Uncommon
Play on a realm. The victim may discard his pool to discard the
terrasque. If
he discards nothing, the realm is razed and he plays the event on
another
player's realm, continuing this cycle. (Discard if no realms
remain.)
If no player's have an unrazed realm, the Tarrasque is discarded.
If the
Tarrasque is played on the realm of a player without a pool, the
realm is
razed and he can play the event on another player's realm.
If a player Calms the Tarrasque, the Tarrasque is discarded. It cannot be Calmed and then played on another player.
2/FR
Event
Rare
Each player must draw and discard a card, checking the last
digit of its
number. Discard all the player's champion in play whose unadjusted
level is
greater than this number.
Card Combo (from Jones' Spellfire Page): Play the rule card A Sure Thing. Then play Black Bess. All of the opponents' champions of base level 1 or more are discarded (so only Living Scroll and Gelatinous Cube survive). The downside is that you will have to discard your champions of level 10 or more, so keep these to a minimum when using this combo.
3/FR
Event
Rare
May be played as a temporary realm at any time. (Only one can be in play at the same time.) At the end of the owner's next turn, this card must be discarded.
Caer Allison is typically played as the sixth realm, or to prevent another player from playing Caer Allison as the sixth realm. Caer Allison can be attacked, razed, and rebuilt just like a realm. Holdings may be attached to Caer Allison, but are discarded with Caer Allison. Also, Caer Allison is subject to the Rule of the Cosmos and therefore cannot be duplicated by the Bell of Might or Onad the Weasel. Caer Allison is affected by Wish since it is an event that has a lasting effect.
When played as a sixth realm, Caer Allison may still be cancelled, such as by casting Limited Wish or Intercession, or discarding Helm.
Caer Allison may not be played when Map of Life is in play.
Caer Allison may be played on a razed realm, in which case the razed realm is discarded. Caer Allison may be played in this fashion into an opponent's formation, resulting in a razed realm being discarded. Caer Allison remains in the opponent's formation until the end of the event player's next turn.
4/FR
Event Rare
Control any one enemy champion until the end of your next turn,
treating it
as a champion from your own pool. Return it to the owning player's
pool or
discard pile, as appropriate.
When played on another player's champion, a player takes total
control of
that champion. This event must be played on a champion in a pool.
When
another champion is controlled, all attached cards come with the
champion.
The champion can be discarded to trigger any special powers. For
example,
Helm can be discarded to cancel an event,
Korgunard the Avangion
can be discarded to rebuild a realm.
5/FR
Event
Rare
Until the end of this player's next turn, no priest spells may
be cast. Only Cyric
is immune to this effect.
6/FR
Event
Uncommon
Draw and discard a card, noting the last digit of its number.
Until the end of
your current turn, all monsters and undead gain a number of bonus
levels
equal to that digit.
7/FR
Event
Uncommon
Until the end of this player's next turn, no spells may be
cast, and all artifacts
and magic items are ignored.
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
8/FR
Event
Common
Each player must immediately raze one of this own realms or
discard two
champions from his pool and/or hand.
If a player does not have an unrazed realm, he must discard two
champions.
If he only has one chmpion in his pool or hand, he must discard that
one
champion.
9/FR
Event
Rare
The player and one opponent each draw a card and compare card
numbers.
Discard the card with the lower last digit; play the other
immediately or keep
it in hand. Ties are both played (discard both if identical).
10/FR
Event
Rare
Play at the end of any other player's turn. The order of play
immediately
reverses (clockwise to counter clockwise, and vice versa).
If this event is Calmed be any player, it is effectively negated. However, it must be calmed or negated immediately, since it does not have a duration. Wild Magic Surge instantly and permanently changes the order of play.
11/FR
Realm
Forgotten Realms
Common
Coast
This realm can only be attacked by swimmers.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able toattack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
12/FR
Realm
Forgotten Realms
Common
Coast
All wizards defending this realm gain 2 levels. Any champion
defending this
realm may cast wizard spells.
13/FR
Realm
Forgotten Realms
Common
Coast
This realm can be attacked only by flyers or swimmers.
The Spellfire Reference Guide incorrectly states that Kozakura
cannot be
attacked by earthwalkers. It can.
14/FR
Realm
Forgotten Realms
Common
Coast
All halfling champions and allies gain +3 when defending this realm.
15/FR
Realm
Forgotten Realms
Common
Coast
When this realm is first played, no heroes of level 6 or higher
may attack or
defend until the beginning of this player's next turn.
16/FR
Realm
Forgotten Realms
Common
Coast
Any champion defending this realm may cast wizard spells.
Clerics defending
the realm gain +2 levels.
17/FR
Realm
Forgotten Realms Common
If this realm is razed, the attacking champion must be discarded.
18/FR
Realm
Forgotten Realms
Common
Coast
All artifacts uses in defense of this realm gain +3 levels.
19/FR
Holding
3
Forgotten Realms
Uncommon
This holding counts as a+3 ally. No wizard spells may be played
against
champions defending the attached realm, and defending wizards gain
+3
levels.
20/FR
Holding
Forgotten Realms
Uncommon
Whenever an opponent plays an event, the owner of this holding
may
immediately examine that player's hand.
Candlekeep's power extends to players that duplicate events
through Bell of Might
and Onad the Weasel.
21/FR
Holding
5
Forgotten Realms
Uncommon
The garrison of High Horn is a +5 ally.
22/FR
Holding
Forgotten Realms
Uncommon
Each time the attached realm is successfully defended, search
the draw pile for
the first magical item or artifact, and play it immediately into pool
or hand,
then reshuffle the draw pile.
23/FR
Holding
Forgotten Realms
Uncommon
The attached realm can cast cleric spells and is unaffected by
harmful cleric
spells and events.
24/FR
Holding
Forgotten Realms
Uncommon
When the attached realm is successfully defended, draw two
cards a spoils of
victory.
25/FR
Holding
Forgotten Realms
Uncommon
Monsters defending the attached realm gain 2 levels for each
ally used to
attack it.
26/FR
Holding
Forgotten Realms
Uncommon When the attached realm is attacked, draw and discard a
card, noting the last
digit of its number. For the duration of the round, all defending
allies of level
4 or higher gain a number of levels equal to that digit.
27/FR
Cleric Spell
Common
Play as a +4 flying ally, or give a champion and all allies
flying ability for one
turn. (Def/4)
28/FR
Cleric Spell
Uncommon
Immediately razes one realm with no holding. (Off/3)
29/FR
Cleric Spell
Common
All cards currently in battle are discarded, and combat ends
with no victor.
Every player must raze one of his own realms or discard a holding in
play.
(Off/3/4)
30/FR
Cleric Spell
Common
Creates a holding that adds 7 levels to a defending champion.
Lasts until the
beginning of the player's next turn. (Def/3/4)
31/FR
Cleric Spell
Common
No champions of unadjusted level 5 or higher may be played or
enter battle
until the beginning of this player's next turn. (Off/3)
32/FR
Cleric Spell
Uncommon
Return a discarded ally to your hand on the same turn it was
defeated.
(Def/4/5)
33/FR
Cleric Spell
Rare
Discard any champion and replace it with any champion of the
same level or
lower from your draw pile. Then reshuffle the draw pile.
(Def/3/5)
34/FR
Cleric Spell
Rare
Return any champion or ally from your discard pile to your hand. (Def/3/4/5)
35/FR
Cleric Spell
Common
Discard any holding of an opponent. (Off/3/4)
36/FR
Cleric Spell
Uncommon
Ends the current battle immediately. All allies and spells are
discarded, and
the attacking champion may not attack again this battle. (Off/4)
37/FR
Cleric Spell
Common
The current battle round ends with no winner or loser, though
spells and
allies are still discarded. A new attacker may continue the battle.
(Def/4)
38/FR
Cleric Spell
Common
All players must keep their hands face up on the table until
the end of this
player's next turn. (Off/3)
39/FR
Wizard Spell
2
Common
If the casting champion is defeated, the opposing champion is
also discarded.
(Def/4)
40/FR
Wizard Spell
3
Common
This spell crates an ally which remains with the caster until
he is defeated. No
event, magic item, spell, or ally's ability can cause it to change
sides or be
discarded. (Def/3/4)
41/FR
Wizard Spell
+?
Common
Draw and discard an opponent's card, noting the last digit of
its number. Add
that digit to the caster's level for this round of battle.
(Def/4)
42/FR
Wizard Spell
Common
Play as a holding permanently duplicating the effects of any
one holding in
play. The illusory holding remains even if the copied holding is
discarded.
Hallucinatory Terrain can imitate any holding in play, and can be
played on
any realm, regardless of world of the imitated holding or the realm
on which
the Hallucinatory Terrain is played. Hallucinatory Terrain can also
imitate
another Hallucinatory Terrain already in play.
43/FR
Wizard Spell
1
Uncommon
Cancel the effects of any event card. This spell can be cast at any time. (Off)
Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.
44/FR
Wizard Spell
Uncommon
Take any one wizard spell from your draw pile and play it
immediately (if
legal). The reshuffle the draw pile. (Def/3/4/5)
45/FR
Wizard Spell
Common
All of this player's champions and allies become swimmers for
this turn.
They may attack any realm with a coastline, regardless of its
position.
(Def/3/4)
46/FR
Wizard Spell
Rare
Discard any one card in play, regardless of its immunities, except a realm.This spell can be cast at any time, but the casting champion cannot be used again until it's owner's next turn.
Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.
Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.
Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.
Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.
47/FR
Magical Item
2
Rare
Defensive
Each time the attached champion attacks or defends, draw a
card. If it is a
spell, ally, artifact, or magic item the champion can use, play it at
once,
otherwise discard it.
48/FR
Magical Item
4
Rare
Sword, offensive
Cancels the powers of any dragon champion or allies opposing
this champion
in battle.
49/FR
Magical Item
2
Rare
Sword, offensive
Attached hero may cause this sword to flame as a +6 magic item
for one
round of battle, but it must be discarded immediately afterward.
Flametongue is an offensive magical item.
50/FR
Magical Item
3
Rare
Sword, offensive
Attached hero may create intense cold with thsi sword for one
round of battle,
causing it to act as a +7 magic item, but it must be discarded
immediately
afterward.
Frostbrand is an offensive magical item.
51/FR
Magical Item
2
Common
Defensive
Attached champion becomes a swimmer and may attack any realm
with a
coastline, regardless of its position.
52/FR
Magical Item
1
Common
Defensive
Attached champion becomes a swimmer and may attack any realm
with a
coastline, regardless of its position.
53/FR
Magical Item
3
Uncommon
Offensive
The attached champion immediately discards the holding of any
realm it
attacks.
54/FR
Magical Item
2
Common
Defensive
The attached champion is not stopped by walls.
55/FR
Magical Item
1
Common
Defensive
The attached champion and his allies ignore walls of stone or iron.
56/FR
Magical Item
3
Rare
Sword, offensive
Opponent in combat must draw and discard a card, noting the
last digit of its
number. If that digit is 3 or less, the opponent's champion is
defeated.
57/FR
Magical Item
+?
Rare
Offensive
Draw and discard a card each time the wand is used in a battle,
noting the last
digit of the card's number. For that combat, the attached champion
gains
bonus levels equal to that digit.
58/FR
Artifact
Forgotten Realms
Rare
All allies of this champin gain +2 and the player may look at
one opponent's
hand at the beginning of each of his turns.
59/FR
Artifact
5
Forgotten Realms
Rare
If the attached champion is defeated, Guenwyvar may be attached
to any other
Forgotten Realms champion in the player's pool.
60/FR
Artifact
6
Forgotten Realms
Rare
When this card is used in combat, discard all undead involved in the battle.
61/FR
Artifact
Forgotten Realms
Rare
While this card is in play, all opponents draw one fewer card than normal on their turns (minimum of one card).
62/FR
Artifact
6
Forgotten Realms
Rare
Sword
When this card is used in combat, discard all undead and giants involved in the battle.
63/FR
Ally
7
Common Undead.
64/FR
Ally
4
Rare
Dragonclaw gains +4 levels if defending Kozakura or Shou Lung. May not ally a champion allied with Mad Monkey.
65/FR
Ally
9
Uncommon
When the Flaming Fist is used in combat, the losing player must immediately discard one magical item or artifact from pool or hand, or else raze one of his own realms.
The player that loses the round must choose to discard a magical item, discard an artifact, or raze one of his realms. If two Flaming Fists are played, the loser must discard or raze two times.
66/FR
Ally
3
Uncommon
When this card is used in combat, immediately discard one of
the opposing
champions magical items or artifacts. Halfling.
Halfling, Inc. cannot be played against a champion with the Net of Entrapment.
67/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
68/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
69/FR
Ally
4
Rare
Gains +4 levels when defending Kozakura or Shou Lung
70/FR
Ally
1
Uncommon
When used in combat, draw one card at random from the
opponent's hand,
playing it against the opponent if possible, discarding it
otherwise.
71/FR
Ally
3
Uncommon
When Olive is involved in combat, no magical items or artifacts
function
anywhere in play. Halfling.
72/FR
Ally
1
Common
Gains +2 for each additional orc allied to the champion. Orc.
73/FR
Ally
2
Common
Gains +2 for each additional orc allied to the champion. Orc.
74/FR
Ally
3
Common
Flyer
If played with a wizard champion, the pseudodragon becomes a
familiar,
remaining with the caster until he is defeated. No event, magic item,
spell, or
ally's ability can cause it to change sides or be discarded.
75/FR
Ally
5
Common
Allows the allied champion to cast wizard spells.
76/FR
Ally
4
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
77/FR
Ally
5
Common
Gains +4 if defending Shou Lung or Kozakura.
78/FR
Monster 4
Forgotten Realms
Common
Flyer. When this card is first played, discard all familiars in play.
79/FR
Monster
6
Forgotten Realms
Common
Eliminate first opposing ally of level 4 or less. Giant.
80/FR
Monster
7
Forgotten Realms
Common
Owner may discard the iron golem from his pool to discard one wall in play. When attacking or defending, the iron golem is immune to walls.
The Iron Golem can be discarded to discard one wall, which can be either a wall spell or the Living Wall champion.
81/FR
Monster
7
Forgotten Realms
Common
When the storm giant is used in combat, no opposing champion or
ally can
fly.
82/FR
Monster
6
Forgotten Realms
Common While in a pool, if not used in combat, each combat round
the stone giant
may destroy one enemy ally of level 4 or lower in play.
The Storm Giant may use his power if he has not participated in
the current
battle. In multi-player games, the Storm Giant may use his power
during a
battle between two other players.
83/FR
Monster
4
Forgotten Realms
Uncommon
Any champion who defeats the were wolf must draw and discard a
card,
noting the last digit of its number. If that digit is 4 or less, the
champion
contracts lycanthropy and is discarded.
84/FR
Cleric
5
Forgotten Realms
Common
No spells, magic items, or artifacts can be used against this
champion. If
Midnight is in play, Adon gains +5 levels.
Adon is immune to all offensive magical items.
85/FR
Cleric
6
Forgotten Realms
Common
This champion gains +4 levels if defending Maztica.
86/FR
Cleric
6
Forgotten Realms Common
Fzoul gains +4 levels if Cyric is in play.
87/FR
Cleric
6
Forgotten Realms
Common
Robyn gains +5 levels if defending a realm with an attached Moonwell.
88/FR
Wizard
7
Forgotten Realms
Uncommon
Use Ambassador Carrague only in defensive combat. When he needs
a card,
play the top card from the draw pile, if legal, discarding it if not.
Once three
cards tottal have been discarded, draw no more for the combat
round.
89/FR
Hero
6
Forgotten Realms
Uncommon
Casts cleric and wizard spells. If discarded from the pool
cancels one event,
even if the event does not affect this player.
90/FR
Wizard
8
Forgotten Realms
Rare
Simbul gains +4 levels when battling Maligor the Red or Red Wizards.
91/FR
Wizard
6
Forgotten Realms
Common
When Vangerdahast is played in defense of a realm, the player
may
immediately look at the attacker's hand.
92/FR
Hero
9
Forgotten Realms
Rare
Cyric can cast wizard and priest spells. All cards in his player's pool may be turned face down when Cyric is in play. Champions and their items must combat face up, however.
Cyric (and the Ethereal Champion) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Cyric was brought into play).
If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.
For example, an opponent targets the players pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, howeveer, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.
As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.
Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.
If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos.
If Cyric cannot use his power, for example if he goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until Cyric can once again use his power.
93/FR
Hero
4
Forgotten Realms
Common
Once during each defensive battle, if he does not particpate, Dragonbait may save any one defeated champion or ally of level 4 or lower from being discarded.
Dragonbait can use his power once in each battle in which the player is defending. Dragonbait can return one of the defeated defending champions to his pool, as long as Dragonbait does not participate in the defense. Champion must be of base level 4 or lower, and any attachments that raise the champion's adjusted level above 4 must still be discarded.
94/FR
Wizard
8
Forgotten Realms
Common
Blackstaff gains +4 levels when defending Waterdeep.
95/FR
Hero
4
Forgotten Realms
Common
Ochimo gains +4 levels when defending Kozakura. He must be defeated twice in a row before being discarded.
Despite the literal wording of the card, Ochimo need only be defeated twice in one battle, not necessarily twice in a row (successive battles) before being discarded.
The Sphere of Annihilation's power works on Ochimo, sending them immediately to the Abyss.
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
96/FR
Hero
6
Forgotten Realms
Common
Prince Tristan gains +5 levels against giants, and when
defending the
Moonshaes.
97/FR
Hero
4
Forgotten Realms
Common
Princess Alusair can use any Forgotten Realms champion (level only) from any pool as an ally when defending. If victorious, that champion returns to its pool after the combat round.
Princess Alusair cannot bring another champion into play as an ally until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
98/FR
Hero
4
Forgotten Realms
Common
All of this player's allies gain +1 level when Randal is in play.
99/FR
Rule
Forgotten Realms
Uncommon
No champion of level 7 or greater (before magical items, artifacts, events, and other modifiers) may be involved in combat. All Forgotten Realms champions and allies gain +1 level.
100/FR
Rule
Forgotten Realms
Rare
Only Forgotten Realms champions, realms, holdings, and
artifacts retain any
powers of immunity. No others may have immunity to anything while
this
card is in play.
1/FR Chase
Cleric spell
Chase
Cast on a hero, the champion automatically wins its next battle. (Def/3)
Card Combo (from Spellfire Reference Guide ): Known as Butler's Balderdash!, the Thrice Hearty Cup can be cast on Tithian, whose special power allows him to raze a realm whenever he wins a round of battle.
2/FR Chase
Event
Chase
This player may examine one other player's hand and discard it down to 5 cards.
Once Cold Cup has been played, the opponent may not play any cards, including events, except for counter-effect cards (such as Limited Wish or Calm) played to counter the Cold Cup.
If Cold Cup is deflected, the original player of the Cup does the discarding from the hand targeted by the Deflection. This may be the player's own hand.
3/FR Chase
Event
Chase
Until the end of this player's next turn, the lowest total wins all battles. Allies (but not spells or other cards) are subtracted from the total in battle.
If one of the combatants is immune to events, the highest total wins that round.
Allies with a negative level bonus, for example Thought Eater, are added to the level total.
4/FR Chase
Wizard spell
Chase
Flying champions are grounded and unable to fly for the duration of this combat. Opposing flyer loses 2 levels. (Off/3/4)
5/FR Chase
Artifact
Forgotten Realms
Chase
Another champion from this player's pool can be brought into combat (add their levels). If either is forcibly discarded, the other keeps all magic items and one artifact, and continues the combat.
6/FR Chase
Event
Chase
This vessel allows the player to attack any realm via a secret
passage. The
passage lasts until the end of this player's turn.
7/FR Chase
Magical item
Chase
Once during combat, the player can switch hands with his
opponent. At the
end of combat, switch the hands back. All draws and discards use the
original
owner's piles.
8/FR Chase
Artifact
Forgotten Realms
Chase
The player may examine his opponent's hand. If it contains an artifact, the player automatically loses the battle. If it contains no artifacts, he automatically wins the battle.
The card text incorrectly says"battle;" it should say "round." The champion with the Cup only wins the round, not the entire battle.
Use of this artifact's power is optional for the player ("may examine"). So if a player knows the opponent has an aritifact, he can opt not to invoke the Cup's power. This power is only used when the attached champion is in battle.
The Ebony Cup is particularly useful when attached to Ochimo. Thanks to Ochimo's power (He must be defeated twice in a row before being discarded), even if the opponent has an artifact in his hand, Ochimo and the Ebony Cup return to the pool.
9/FR Chase
Magical item
10
Chase
Defensive
Usable only by heroes, the attached champion gains 10 levels when defending, but only 5 when attacking.
The Chalice can only be attached to heroes, but if a hero is later changed to another champion type, the Chalice remains.
10/FR Chase
Event
Chase
The gods of revenge are in ascendance! Discard all wizards in
battle or in
pools.
11/FR Chase
Event
Chase
Played on another player's event card, this player draws 3
cards. If played
upon "Good Fortune," this player draws 5 cards and the other player
draws
none.
Unusually Good Fortune is cosidered a helpful event, unless it is played on Good Fortune, in which case is harmful. Therefore Unusually Good Fortune cannot be calmed or deflected unless played on Good Fortune.
If Unusually Good Fortune is played on Good Fortune, and then the player of Good Fortune plays Deflection on the Unusually Good Fortune, the player of Good Fortune draws five cards and the player of Unusually Good Fortune draws three cards.
12/FR Chase
Event
Chase
Only one type of champion, chosen by this player, can attack or defend until the end of this player's next turn.
Champion types are hero, wizard, cleric, monster, psionicist, regent, and thief.
If a second Apple is played, and the player chooses a different champion type than the first Apple, no champions can attack or defend.
13/FR Chase
Wizard spell
Chase For this player's turn, all magical items in his pool or
played in battle gain 2 levels. (Def/3/4)
14/FR Chase
Wizard spell
Chase
If defeated, this champion and his allies fly back to their
pool. His allies
remain with him until their next battle. (Def/4)
15/FR Chase
Wizard spell
Chase
For each magical item discarded from his pool, the player can
draw one card.
(Def/3/4)
16/FR Chase
Magical item
Chase
If an opponent wants to playa card in combat, this player draws
it randomly.
Noncombat cards are returned to the player's hand after being
revealed. (Off)
17/FR Chase
Magical item
5
Chase
Attached champion and all allies have the earthwalking ability.
18/FR Chase
Magical item
Chase
This item can duplicate another player's event card for this player. (This player's use is secondary.) The bell cannot be used again until this player's next turn. (Def)
The player with the Bell of Might can either calm or cancel the event, or use the power of the Bell to duplicate the event, but not both. If an event, such as Ancient Curse, is used to eliminate the champion with the Bell of Might, that event can still be duplicated before the champion is discarded.
A duplicated event cannot be duplicated with the Bell, but multiple Bells can duplicate the original event, if used by different players. However, an individual player can only duplicate an event once. For example, if a player has the Bell and the Staff of Mimicry, which is copying the Bell, he may only duplicate an opponent's Caravan once, using either the Bell or Staff of Mimicry, but not both on the same event.
19/FR Chase
Ally
6
Chase
20/FR Chase
Wizard spell
7
Chase
Negates any wall spell.
Phase Door is a counter-effect card for wall spells.
21/FR Chase
Event
Chase
Puts one champion to sleep. At the beginning of his turn, the player may draw and discard a card. If the card's last digit matches or exceeds the champion's unadjusted level, he awakens.
For a champion with ? as icon level, any card drawn will awaken the champion.
22/FR Chase
Magical item
5
Chase
Usable only by heroes and monsters. user is immune to the first two offensive spells cast in any combat.
23/FR Chase
Realm
7
Forgotten Realms
Chase Wizards, magic items, artifacts, and wizard spells used in
defense of this
realm are doubled in level. Netheril can defend itself as a level 7
wizard.
24/FR Chase
Rule
Forgotten Realms
Chase
25/FR Chase
Rule
Forgotten Realms
Chase
Whenever a player's Forgotten Realms realm is razed, he may
draw a card
and add it to his hand.