1/RR
Realm
9
Greyhawk
Rare
Can defend itself as a level 9 monster. Cannot be attacked by
heroes or clerics.
Defenders are immune to offensive spells and offensive psionic power
cards.
2/RR
Realm
AD&D
Common
Cannot be attacked by earthwalkers. Allies defending this realm
are doubled
in base level.
3/RR
Realm
AD&D
Common
Cannot be attacked by flyers or swimmers. Defenders of this
realm are
immune to offensive spells.
4/RR
Realm
AD&D
Uncommon
Players attacking this realm must discar a card from their hand during each round of battle.
The card must be discarded by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.
5/RR
Realm
AD&D
Common
Coast
Can only be attacked by swimmers or flyers. Magical items and
artifacts of
attackers lose their bonuses but not heir powers.
6/RR
Realm
Forgotten Realms
Rare
Coast
Cannot be attacked by monsters unless Zhentil Keep is somewhere
in play.
Immune to offensive cleric spells.
The Spellfire Reference Guide Volume II incorrectly states that Phlan's immunity to offensive cleric spells carries over to an attached holding. Attached holdings are not immune.
7/RR
Realm
AD&D
Common
Can only be attacked by flyers or earthwalkers. Defending
dwarves double
their base levels and are immune to offensive psionics.
8/RR
Realm
AD&D
Common
Cannot be attacked by flyers. Defending monsters are immune to
offensive
spells and the special powers of avatars.
9/RR
Realm
AD&D
Common
Any elf (drow) defending this realm is doubled in base level
and is immune
to offensive spells. Spells cast by defending drow during a round of
battle
cannot be dispelled.
10/RR
Realm
AD&D Uncommon
Clerics defending this realm are immune to offensive psionic
power cards.
Defending avatars are not discarded if defeated, but return to their
pool at the
end of this player's next turn.
11/RR
Realm
AD&D
Common
Cannot be attacked by fliers or swimmers. Defending swimmers
are doubled
in base level. If razed, the attacking champion must discard all
attached
magical items and artifacts.
12/RR
Realm
7
AD&D
Common
Coast
Can defend itself as a level 7 monster. Can only be attached by
flyers or
swimmers.
13/RR
Realm
AD&D
Rare
Cannot be attacked by swimmers. Defending undead gain 4 levels.
The Spellfire Reference Guide Volume II incorrectly states that defending undead increase their base level by 4. Because the card does not specify base level, it is the adjsted level that is increased.
14/RR
Realm
AD&D
Common
Cannot be attacked by swimmers. Defending giants gain 2 levels
and are
immune to offensive spells and offensive magical items.
15/RR
Realm
AD&D
Common
Coast
Cannot be attacked by monsters or heroes. If this realm is
razed, this player
may return the bottom card from his discard pile to his hand.
16/RR
Realm
AD&D
Uncommon
Cannot be attacked by flyers or swimmers. Only AD&D
champions can attack
this realm; champions from other worlds cannot attack.
17/RR
Realm
AD&D
Uncommon
Defending heroes double their base levels. Attacking monsters
are at half
their base levels (rounded down) and lose their special powers.
18/RR
Realm
7
AD&D
Rare
Can defend itself as a level 7 hero. Champions (and any
attached items) and
their allies who are defeated while attacking this realm are sent to
the Abyss.
19/RR
Holding
AD&D
Rare
When this holding is played, choose one type of champion that
cannot attack
the attached realm (hero, monster, etc).
20/RR
Holding
AD&D
Common
Champions attacking this realm are halved (rounded down) in
total levels
and cannot use allies.
The adjusted level of the attacking champion is halved at the time it comes forward to attack. Additional cards played in battle are at normal levels.
21/RR
Holding
AD&D
Common
Champions attacking the attached realm must draw and discard a
card, noting
the last digit of its number. If the number is higher than the
attacker's base
level, the champion is sent to Limbo. The attacker may continue.
22/RR
Holding
AD&D
Uncommon
The attached realm must be razed twice during one player's turn
to earn
spoils of victory. The holding is not discarded until the realm is
razed twice.
23/RR
Holding
AD&D
Common
Events cannot be played when attacking the attached realm.
24/RR
Holding
AD&D
Common
The attached realm cannot be attacked by a champion of base level 6 or less.
25/RR
Holding
AD&D
Common
Defending elf (drow) champion can cast spells and use psionic power cards.
26/RR
Holding
AD&D
Uncommon
The attached realm can only be attacked by heroes or wizards,
and all
attacking allies must be flyers or swimmers.
27/RR
Holding
AD&D
Common
The attached realm can only be attacked by clerics. Offensive
spells cast in
defense of the attached realm are doubled in level.
28/RR
Wizard
9
Greyhawk
Rare
Bigby can cast one spell turning spell during one other
player's turn. He is
immune to offensive spells and psionic power cards when defending
a
Greyhawk realm.
Bigby's spell turning works just like the card
Spell Turning. It can be
played to turn any offensive spell. Bigby's spell can be dispelled,
and a player
with Mulmaster can draw a card
when Bigby uses this power.
29/RR
Wizard 8
Greyhawk
Uncommon
Tenser can elect to be a hero able to cast cleric spells during
any one battle,
chosen before combat begins. Tenser can cast wizard spells during
another
player's phase 4 to aid a player in battle.
30/RR
Monster
10
AD&D
Rare
Ignores the effects of any holding in play. The attached
holding of any realm
he attacks is discarded at the beginning of the battle.
31/RR
Monster
6
AD&D
Common
Flyer. Can cast wizard spells. Any magical items attached to Falx cannot be discarded by any means. Gains 1 additional level for each attached magical item.
The Spellfire Reference Guide Volume II incorrectly states that Falx gains 1 to his base level for each attached magical item. Because the card does not specify base level, it is the adjsted level that is increased.
Falx's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds can still be discarded and used normally.
32/RR
Hero
7
Greyhawk
Common
Robilar's mechanical steed grants him the ability to earthwalk.
he is immune
to offensive cleric spells and the special powers of avatars.
33/RR
Monster
5 AD&D
Common
Swimmer. If defeated in battle, Phoebus's allies return to the
player's hand.
Opposing champions' magical items are discarded at the end of battle,
win or
lose.
The Spellfire Reference Guide Volume II incorrectly states that allies used with Phoebus return to the player's hand, win or lose. As the card states, allies only return to the player's hand if Phoebus is defeated.
34/RR
Wizard/Avatar
18
Greyhawk
Rare
Undead
Avatar. A Greyhawk champion with the Eye and hand of Vecna must
be
discarded to bring Vecna into play. Vecna is immune to offensive
spells,
psionics, and unarmed combat cards.
All allies played with the lich are considered undead; they return
to the
player's hand after a victorious battle.
35/RR
Hero
9
Greyhawk
Uncommon
Undead. Immune tot the effects of harmful events while in
combat. If
opposing Vecna in battle with the Sword of Kas, Vecna's base level is
0.
36/RR
Hero
4
Greyhawk
Common
Can cast wizard spells. Whenever Grimslade attacks, his player
draws and
discards a card, noting the last digit. If it is 3 or less, the
opponent can play no
more cards during battle.
The card is draw immediately after the defending champion is selected.
37/RR
Hero
7
Forgotten Realms
Rare
Ren can be sent to the Abyss to retrieve a realm from the
discard pile., placing
it in the player's formation during phase 2 instead of playing a
realm from his
hand.
38/RR
Monster
8
AD&D
Rare
Undead. Can cast wizard spells and use psionic power cards. Can
summon
one undead ally from any discard pile to aid him in battle, which
returns to
its original discard pile afterward.
39/RR
Hero
8
Forgotten Realms
Common
Dwarves and halflings cannot stand against Wulfgar in battle.
Because of his
hammer, the Aegis-fang, Wulfgar's base level is doubled against giant
and
dragon champions.
40/RR
Monster
7
AD&D
Common
Earthwalker. Jarl ignores the special powers of all realms. He
gains 6 levels
when defending the Glacial Rift.
41/RR
Monster
7
AD&D
Common
Earthwalker. If King Snurre doesn't attack on his turn, at the
beginning of
another player's turn he can order an opponent' champion not to
attack that
turn.
King Snurre's power can only be used against one other opponent until the player's next turn. The player announces his use of King Snurre's power at the start of the targeted opponent's turn. The opponent then cannot attack during his phase 4. After the player has taken another turn, and not attacked with King Snurre, the player may target the same or another opponent with King Snurre's special power.
42/RR
Monster
5
AD&D
Common
Can cast cleric spells. Queen Frumpy gains 2 levels when
defending a realm.
She is so repulsive, allies of +4 or less cannot be played against
her.
43/RR
Monster
5
AD&D
Uncommon
Giant. This deformed hill giant is immune to offensive
psionics. One artifact
of any world can be attached to him; it is never discarded, returning
instead to
the player's hand.
44/RR
Monster
6
AD&D
Common
Nosnra can atack any AD&D realm, regardless of position or
powers. Nosnra
is level 10 if no allies are played with him.
The Spellfire Reference Guide Volume II incorrectly states that Nosra gains 4 to his adjusted level if no allies are played with him in battle. However, it is Nosra's base level that is increased to 10 when no allies are played.
45/RR
Hero
4
AD&D
Common
Ombi gains earthwalking if any player has a giant in play. He
can be used as
an ally for any giant in battle, returning to his pool afterward
unless discarded
during battle.
46/RR
Wizard Spell
Rare
Destroys all magical items and artifacts in one pool unless the
affected player
can draw a card with a last digit of 2 or less. (Drawn card is
discarded). (Off/3)
This spell affects all magical items and artifacts in a pool,
unless the
champion to which the magical item or artifact is attached is immune
to
offensive wizard spells.
47/RR
Cleric Spell
Common
Kills any opposing champion or ally of base level 5 or less.
Undead are
immune to this spell. (Off/3/4)
48/RR
Cleric Spell
Uncommon
Can be cast at any time. This spell cancels the effects of any
just-played event
card. (Off)
Despite the wording of the card, it can be used to cancel an event
that remains
in play, such as Bronze
Dragons.
49/RR
Cleric Spell 6
Uncommon
The +6 ally summoned with this spell stays with the casting
champion until
the beginning of this player's next turn. Opposing earthwalking
allies are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
50/RR
Cleric Spell
5
Common
The +5 ally summoned with this spell stays with the casting
champion until
the beginning of this player's next turn. Opposing allies of +2 or
less are
incinerated (discarded). (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
51/RR
Cleric Spell
4
Uncommon
The +4 ally summoned with this spell stays with the casting
champion until
the beginning of this player's next turn. Opposing flying allies
are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
52/RR
Cleric Spell
3
Common
The +3 ally summoned with this spell stays with the casting
champion until
the beginning of this player's next turn. Opposing swimming allies
are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
53/RR
Wizard Spell
Common
Destroys one magical item anywhere in play. (Off/3/4)
54/RR
Wizard Spell
Uncommon
Draw and discard a card when this spell is cast, noting the
last digit. subtract
that number from the target champion's level. If the level reaches 0,
the
champion is discrded. Undead are immune to this spell. (Off/3/4)
55/RR
Event
Rare
Play on an opponent's champion, who then becomes a monster able to cast wizard spells. The champion remains under control of the event player until canceled. (Harmful)
The target of this event becomes a monster able to cast wizard spells. It also loses any special powers. Powers associated with the type of champion (e.g. psionicist's ability to use psionic powers, clerics ability to cast cleric spells) are lost. A player can direct this event to his own champion, in order to change it to a monster and/or give it the ability to cast wizard spells.
Any cards attached to the champion when Tyranthraxus is played remain attached. Similarly, if the event is removed (such as with Calm, Limited Wish, or Wish), the champion returns to its original pool with all attached cards, whether they were attached before or after Tyranthraxus was played.
If Tyranthraxus is played on a champion with the Bell of Might, the Bell may duplicate the event so that the champion stays in his player's pool.
If a player plays Tyranthraxus on an opponent's champion, and the opponent plays Deflection, directing the Tyranthraxus event to one of the original player's champions, that champion remains in the player's pool, but loses its special powers and becomes a monster that can cast wizard spells.
When an opponent attacks, Tyranthraxus can be played on the opposing champion. If played before a defender is chosen, the opponent may attack with another champion. If played after the defender is chosen, the battle is over.
56/RR
Event
Common
Retrieve one champion (excluding avatars) from the discard pile and put into play. (Helpful)
57/RR
Event
Rare
If the first attack is successful, all heroes can make an additional attack until the end of this player's next turn. All heroes are considered earthwalkers during this event.
58/RR
Event
Common
Play on a champion who is about to be defeated. he returns to
his pool instead
of being discarded. If the player was attacking, he can continue with
another
champion. No spoils of victory are drawn for the champion's
defeat.
(Helpful)
59/RR
Event
Uncommon
All giants in play double their total levels when attacking
until thei player's
next turn. (Helpful)
60/RR
Event
Uncommon
All attacking undead are immune to opposing champions' special
powers
until this player's next turn. (Helpful)
61/RR
Event
Rare
Creates an undead level 5 monster until the beginning of this player's next turn. It is the first to defend this player's realms during attacks by all other players. Any spoils obtained by it are doubled. (Helpful)
62/RR
Event
Common
Attacking champions who do not use spells or psionic power
cards are
doubled in base level until the beginning of this player's next turn.
(Helpful)
63/RR
Event
Uncommon
This player's realms, champions, and allies are immune to
offensive psionic
power cards
This event cannot be played as a counter effect card for psionic powers. The event provides immunity only to future psionic power cards.
64/RR
Event
Uncommon
This event razes all realms that can only be attacked by swimmers or earthwalkers. (Harmful)
All realms that can only be attacked by swimmers, only be attacked by earthwalkers, and only be attacked by swimmers or earthwalkers, are razed. The specific realms that are affected are Coral Kingdom and Blood Sea of Istar, as well as a realm with the holding Fortification: Inner Wall or the magical item Triton's Throne attached.
This event's effect is not limited to opponents' realms. A player's own realms fitting the card's descriptive language are also razed.
65/RR
Artifact
2
AD&D
Common
Champions of base level 3 or less cannot defend against a champon with the Midas Orb. The Orb changes one opposing ally to gold, sending it to the Abyss.
66/RR
Artifact
AD&D
Uncommon
67/RR
Artifact
2
AD&D
Common
Can only be attached to clerics of any world. When the attached cleric is in this player's pool, it an all other clerics in the pool are immune to harmful events.
68/RR
Artifact
AD&D
Common
Can only be attached to wizards of any world. At the beginning of this player's turn, inspect the draw deck of an opposing player. At any time, the player can discard the Crystal Ball to shuffle an opponent's draw pile.
69/RR Artifact
5
Forgotten Realms
Common
Cannot be attached to clerics or wizards. Any monster opposing the attached champion is at half its base level (rounded down). Opponents cannot use psionic power cards.
70/RR
Artifact
4
AD&D
Rare
The attached champion must attack during his turn or discard one champion from his pool. Allies attached to this champion during battle are immune to offensive spells, psionics, and the special powrs of champions and allies.
71/RR
Artifact
5
Uncommon
Can only be attached to swimming champions of any world. Nonswimming allies played with the attached champion are ocnsidered swimmers. Allies who are already swimmers are doubled in level.
72/RR
Artifact
6
Rare
73/RR
Mag. Item
Rare
The attached champion is considered a dwarf for the purposes of
card play,
gaining earthwalking ability.
74/RR
Mag. Item
2
Common
The attached champion can use psionic power cards. If joined
with another
Star Gem, the attached champion is immune to offensive psionics.
(Def)
75/RR
Mag. Item
3
Uncommon
Allies played with the attached champion cannot be removed by
any means.
If joined with another Star Gem, the attached champion gains an
additional 5
levels. (Def)
76/RR
Mag. Item
2
Common
Undead cannot use their special powers when opposing the
attached
champion. If joined with another Star Gem, the attached champion
is
immune to harmful events. (Def)
77/RR
Mag. Item
1
Rare
Spells cast by hte attached champion cannot be disspelled.. If
all five Star
Gems are joined, the attached champion can choose to win any
battle,
automatically razing the realm. If this power is used, the Star Gems
are
discarded. (Def)
78/RR
Mag. Item
4 Uncommon
If the attached champion is discarded as a result of combat,
the opposing
champion is sent to the Abyss. If joined with another Star Gem, the
attached
champion gains an additional 5 levels. (Def)
Being discarded as a result of combat means being defeated. For example, if the Headless Horseman uses its power to automatically win a battle, it is then discarded. However, if the Horseman has the Star Gem of Martek: Amethyst attached, the opposing champion does not go to the Abyss. The Horseman was discarded due to the use of its special power, not as a result of combat.
79/RR
Mag. Item
3
Common
Usable only by giants. Opposing champions must discard one ally
of level 4 or
less if this item is played during a battle. (Off)
80/RR
Mag. Item
6
Common
Usable only by ginats. Opposing champions must discard one ally
of level 7 or
less if this item is played during battle. Opponents cannot add
magical items
in battle. (Off)
The Spellfire Reference Guide Volume II incorrectly states that the opponent selects the ally to be discarded. The ally is selected by the player, not the opponent.
81/RR
Mag. Item
9
Rare
82/RR
Ally
3
Common
This ally hypnotizes one opposing ally chosen at any time
during the battle,
causing that ally to switch sides.
83/RR
Ally
2 Rare
If the attached champion is defeated in battle, the opposing
player must discrd
all champions and events in his hand.
84/RR
Ally
6
Uncommon
This ally is +8 if played wiht a giant. Any additional allies
played by this
player are immune to offensive psionics for this round of battle.
85/RR
Ally
3
Rare
Immune to offensive spells. When this ally is played, all
spells in play are
dispelled.
86/RR
Ally
4
Common
Increases to +8 when allied with giants. Doubles the base level
of any
champion defending the Glacier Rift.
87/RR
Ally
4
Common
Gains 2 levels fo reach additional ally played by this player
during a round of
battle. Immune to the powers of opposing allies.
88/RR
Ally 5
Uncommon
Flyer. This ally's levle increase to +7 if played with a dragon
champion. All
allies played after the red dragon may be considered flyers (player's
choice).
If Red Dragon is played with a dragon champion, its special power is activated and its level bonus becomes +7. If the ally is later forced to switch sides, its level bonus remains +7, even if the new champion is not a dragon, since its special power had already been activated.
89/RR
Ally
4
Common
When played, all psionic power cards in play are canceled and
no more can be
played during this round of battle. Oni becomes +7 if played with a
Forgotten
Realms champion.
Spellfire Reference Guide Volume II incorrectly indicates that Oni is +11 if played with a Forgotten Realms champion. As the card indicates, Oni is +7 with a Forgotten Realms champion.
90/RR
Ally
4
Rare
91/RR
Unarmed Combat
5
Common
Unarmed combat card;usable only by heroes. This maneuver can
either count
as +5 in any battle or it can destroy (discard) an ally or magical
item of +5 or
less (this player's choice). (Off/4)
92/RR
Unarmed Combat
7
Rare
Unarmed combat card;usable only by heroes. Opponent must draw and discard a card, noting the last digit. If the opoosing champion's base level is equal to or less than the digit, the opponent is defeated. Undead are immune to this maneuver. (Off/4)
93/RR
Unarmed Combat
4
Uncommon
Unarmed combat card;usable only by heroes. Victims of this
maneuver
cannot cast spells or use psionic power cards during this round of
battle.
(Off/4)
94/RR
Unarmed Combat
2
Common
Unarmed combat card;usable only by heroes. This maneuver strips
away
(discards) one magical item or artifact of an opposing champion (this
player's
choice).. (Off/4)
95/RR
Unarmed Combat
3
Rare
Unarmed combat card;usable only by heroes. The opposing player
must
discard a card from his hand before he can play any more cards in
battle.
Undead are immune to this maneuver. (Off/4)
96/RR
Unarmed Combat
5
Common
Unarmed combat card;usable only by heroes. This maneuver halves
the
levels (rounded down) of an opposing champion and one ally chosen by
this
player. Undead are immune to this effect. (Off/4)
97/RR
Unarmed Combat
3
Common Unarmed combat card;usable only by heroes. When this card
is played, the
opposing champion must draw and discard a card, noting the last
digit. If the
number is 4 or less, the opponent returns to his pool defeated.
(Off/4)
98/RR
Unarmed Combat
3
Uncommon
Unarmed combat card;usable only by heroes. Any unarmed combat
cards
played by this champion after this one are doubled in level.
(Def/4)
99/RR
Unarmed Combat
Common
Unarmed combat card;usable only by heroes. This maneuver
counters any
just-played offensive unarmed combat card, negating its effect and
sending it
to the discard pile. (Def/4)
100/RR
Rule Card
AD&D
Rare
All champions in play can cast any type of spell, use psionic
power cards, and
attach artifacts from any world. Only legally allowable artifacts
remain if this
rule card is removed from play.
1/RR Chase
Ally
10
Chase
Playing this ally during a round of battle discards all other allies in play. Further allies played by opponents cannot use their special powers.
Allies played after the Dream Team cannot use their special powers, including special powers that are triggered upon defeat, such as Assasins.
2/RR Chase
Event
Chase
Play this event to cancel a just-used psionic power card or psionic ability or play on an opponent's pool to prevent the use of psionics by champions until the end of this player's next turn. (Harmful)
The Spellfire Reference Guide Volume II incorrectly states that when played on an opponent's pool, Brain Drain only prevents psionic power cards and offensive psionic abilities form being used. As the card states, Brain Drain prevents all psionics from being used.
3/RR Chase
Mag. Item
2
Chase
Play this magical item during a round of battle to reduce an opposing wizard's or cleric's base level to 0. If attached to a monster, the champion gains an additional 4 levels. (Off)
4/RR Chase
Event
Chase
Play this event to retrieve a magical item or artifact from the discard pile or to send a magical item or artifact to the Abyss. (Helpful/Harmful)
5/RR Chase
Artifact
6
AD&D
Chase
Can only be attached to heroes of any world (excluding undead).
Destroys up
to 10 levels of opposing undead allies. Undead champions of level 8
or less
cannot enter battle against the attached champion
If the Holy Sword is played after battle begins with an undead
champion of
level 8 or less, it functions like a wall spell. The opponent returns
to its pool
but is considered defeated.
6/RR Chase
Wizard
8
Forgotten Realms
Chase
If Manshoon is about to be discarded for any reason (including through combat but excluding being sent to the Abyss), his player can discard a card from his hand instead. Manshoon returns to his pool; he cannot be used again until his player's next turn.
If a player has no formation, Manshoon may still be saved from being discarded by discarding a card from the hand. A card must be discarded from the hand at the end of each player's turn during which the player has no realms in play.
If Manshoon has recently cast Wish, he may not be saved by discarding a card, since he cannot use his special power.
If Manshoon is defeated in battle while the Libram of Ineffable Damnation is attached, he is sent to the Abyss.
Manshoon's power can be used to keep him from going to Limbo or the Void.
Card Combo (from Shadowlord's Spellfire Page ): Use Manshoon of the Zhentarim to cast Raze, then discard a card from the hand to keep Manshoon from being discarded. If cast on a realm Manshoon is attacking, the player draws Spoils of Victory.
7/RR Chase
Event
Chase
Retrieve all undead from the event player's discard pile. Champions go directly to the pool, and allies to his hand. (Helpful)
Undead avatars retrieved from the pool must still have the normal conditions met for bringing the avatar into play.
8/RR Chase
Artifact Dark Sun
Chase
Can only be attached to psionicists. Adds 3 levels to any psionic power card bonus. Can be discarded to use a psionic power card that cannot be canceled or countered by any means. Opposing champions cannot use psionic power cards.
9/RR Chase
Mag. Item
Chase
Can only be attached to wizards. If successful during a round
of combat, one
friendly ally remains with the wizard, becoming undead; its level and
powers
are unchanged. (Def)
10/RR Chase
Mag. Item
Chase
Can only be attached to monsters. Once per round of battle this
item forces an
opponent to discard a just-played card and replace it with another.
If he
cannot legally play another card, he automatically loses the battle.
(Off)
The Spellfire Reference Guide Volume II incorrectly states that cards affected by the Horn return to the player's hand, in exchange for another card. As the card states, a card targeted by the Horn is discarded.
Cards attached to the champion before combat or before the Horn is played are immune to the power of the Horn.
11/RR Chase
Artifact
Greyhawk
Chase
Once per round of combat the attached champion can choose to
ignore the
level bonus or power of any card.
Like the Rod of 7 Parts, Part
7, this artifact can igonre the level of an
opposing champion, making it level 0 for the round.
12/RR Chase
Event
Chase
Play to instantly counter one unarmed combat card or ignore one opposing ally's special power. If played to counter an unarmed combat card this player draws two cards. (Helpful)
While this event's nature is actually harmful (countering a card played by an opponent) it is considered helpful, and therefore is not affected by Calm.
13/RR Chase
Mag. Item
2
Chase
The attached champion can be discarded a the end of his
player's turn to
search his draw deck for any one card. Place this card so it is the
first or second
card drawn on the next turn. (Def)
14/RR Chase
Mag. Item
1
Chase
If the attached champion is discarded as a result of combat, the idol transfers to the opposing champion and inflicts a terrible curse. The cursed champion must attack every round. If he cannot, his player must raze his foremost realm. (Off)
A champion cursed with the Idol must attack or the player must raze his foremost realm. If for any reason the champion cannot attack, including realm restrictions or another player casting Fear, the player must raze a realm.
15/RR Chase
Holding
Ravenloft
Chase
Only undead may attack the attached realm.
16/RR Chase
Hero
5
AD&D
Chase
Immune to harmful events. Discard this champion from her pool to the Abyss to send any nonrealm card in play to the Abyss as well.
Gib Kcir's power can be used in phase 3 to remove a nonrealm card from play.
If Gib Kcir is used to remove a Dungeon card from play, she goes to the Abyss. The Dungeon card goes to the Void.
17/RR Chase
Cleric Spell
Chase
This spell can be cast at any time to negate the effects of a
psionic power card
or a psionicist's special power. Negated special powers cannot be
used agian
until the end of that player's next turn. (Def)
This is a counter-effect card, usable to negate psionics.
18/RR Chase
Cleric Spell
Chase
This spell can be cast at any time to reflect back the effects of a just-played offensive psionic power card upon the original user. (Def)
This is a counter-effect card, able to reflect psionic power cards.
19/RR Chase
Artifact
AD&D
Chase
All champions in play must ask this player's permission to use offensive wizard spells.
All champions must ask permission of the holder of the Icon before
casting
offensive wizard spells. Realms and holdings capable of casting
spells do not
have to ask permission.Similarly, items such as the
Quill Pen of the Planes
that can duplicate spells do not have to ask permission to
duplicate a spell, as long as the original spell was allowed.
20/RR Chase
Artifact
AD&D
Chase
All champions in play must ask thie player's permission to use offensive cleric spells.
21/RR Chase
Mag. Item
Chase
Defensive
The champion wearing these boots gains earthwalking and swimming abilities as needed. A cleric wearing these boots can make unlimited attacks upon an opponent's realm until it is razed or the cleric is defeated. (Off)
The Boots of Fharlanghn is incorrectly identified as an offensive magical item. It has no effect on the opponent, so is actually a defensive magical item.
Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.
Card Combo: Attach the Chest of Many Things to Joliet the Rash and choose for Joliet to become a cleric. then attach the Boots of Fharlanghn. Now Joliet may make unlimited attacks on an opponent's realm and draw a spoils after each victory.
22/RR Chase
Realm
AD&D
Chase
Only spells can be used when attacking this realm by combat. Allies magical items, and artifacts have no effect.
23/RR Chase
Hero
AD&D
Chase
In combat, this champion banishes opposing dragons to Limbo
until the end
of their owner's next turn. Dragon allies cannot be played against
her.
24/RR Chase
Mag. Item
Chase
Defensive
Can only be attached to a spellcasting undead champion. If this champion is defeated as a result of combat, send this item to the Abyss to return him to his pool instead.
Though not marked on the card, this magical item is considered defensive.
If this item is attached to Strahd Von Zarovich, he immediately returns to his pool upon defeat, rather than going to Limbo.
25/RR Chase
Event
Chase
Play this event on an opponent's champion, who must draw and discard a card noting the last digit. The affected champion is sent ot Limbo for a number of turns equal to the digit. (Harmful)