1/TU
Realm
Dark Sun
Common
This realm extends under opponents' DARK SUN realms, allowing
them to
be attacked by this player's champions and allies, regardless of
position or
restrictions.
This realm allows the player to attack an opponent's Dark Sun
realms that
could otherwise not be attacked due to movement restictions (e.g.
only flyers
or swimmers can attack). This realm does not allow a player to
circumvent
other restrictions, such as champion type (e.g. only dragons can
attack), of a
realm being attacked.
2/TU
Realm
AD&D
Common
Adds a +3 Underdark ally to all champions of this player when
attacking. The
ally is negated by any other Triumvirate realm in play unless in the
same
player's formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement charachteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
3/TU
Realm
Dark Sun
Common
This realm extends under opponents' DRAGONLANCE realms,
allowing
them to be attacked by this player's champions and allies, regardless
of
position or restrictions.
This realm allows the player to attack an opponent's Dragonlance
realms that
could otherwise not be attacked due to movement restictions (e.g.
only flyers
or swimmers can attack). This realm does not allow a player to
circumvent
other restrictions, such as champion type (e.g. only dragons can
attack), of a
realm being attacked.
4/TU Realm
AD&D
Uncommon
Adds a +6 underdark ally to all champions of this player when
attacking and
negates the ally gained from the Unipolar Triumvirate. This ally is
negated
by the Tripolar and Ultimate Triumvirates unless in the same
player's
formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement charachteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
5/TU
Realm
AD&D
Rare
This realm extends under all opponents' realms that have
attached holdings,
allowing the realms to be attacked by this player's champions and
allies,
regardless of position or restrictions.
This realm allows the player to attack an opponent's realms with
holdings
that could otherwise not be attacked due to movement restictions
(e.g. only
flyers or swimmers can attack). This realm does not allow a player
to
circumvent other restrictions, such as champion type (e.g. only
dragons can
attack), of a realm being attacked.
6/TU
Realm
AD&D
Rare
Adds a +9 Underdark ally to all champions of this player when
attacking and
negates the ally gained from the Unipolar and bipolar Triumvirates.
This ally
is negated by the ultimate Triumvirate unless in the same player's
formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement charachteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
7/TU
Realm
Forgotten Realms
Common
This realm extends under opponents' FORGOTTEN REALMS
realms,
allowing them to be attacked by this player's champions and allies,
regardless
of position or restrictions.
This realm allows the player to attack an opponent's Forgotten
Realms
realms that could otherwise not be attacked due to movement
restictions (e.g.
only flyers or swimmers can attack). This realm does not allow a
player to
circumvent other restrictions, such as champion type (e.g. only
dragons can
attack), of a realm being attacked.
8/TU
Realm
Greyhawk
Common
This realm extends under opponents' GREYHAWK realms, allowing
them to
be attacked by this player's champions and allies, regardless of
position or
restrictions.
This realm allows the player to attack an opponent's Greyhawk
realms that
could otherwise not be attacked due to movement restictions (e.g.
only flyers
or swimmers can attack). This realm does not allow a player to
circumvent
other restrictions, such as champion type (e.g. only dragons can
attack), of a
realm being attacked.
9/TU
Realm
Ravenloft
Common
This realm extends under opponents' RAVENLOFT realms, allowing
them
to be attacked by this player's champions and allies, regardless of
position or
restrictions.
This realm allows the player to attack an opponent's Ravenloft
realms that
could otherwise not be attacked due to movement restictions (e.g.
only flyers
or swimmers can attack). This realm does not allow a player to
circumvent
other restrictions, such as champion type (e.g. only dragons can
attack), of a
realm being attacked.
10/TU
Holding
Dark Sun
Uncommon
Ancient magic from Athas's Blue Age decrees that this player's
allies are
immune to psionic power cards.
11/TU
Holding
AD&D
Common
If attached to any Triumvirate realm, the Underdark ally gained
from the
realm is immune to offensive spells.
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
The Unipolar Cavern makes the ally provided by the attached Triumvirate realm immune to offensive spells. Only the ally from the attached realm is immune. Allies from any other Triumvirate realms in the player's formation are not immune, so the Cavern should be attached to the most powerful Triumvirate realm in the player's formation.
12/TU
Holding
Dark Sun
Uncommon
The stormy underdark of Krynn grants this player's allies the
ability to
become swimmers.
13/TU
Holding
AD&D
Uncommon
If attached to any Triumvirate realm, the Underdark ally gained
from the
realm can be dwarves, elves, earthwalkers, flyers, swimmers, or
undead, as
needed.
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
The Bipolar Cavern gives the ally provided by the attached Triumvirate realm the reacial or movement power to reach virtually any opposing realm. Only the ally from the attached realm is affected, so the Cavern should be attached to the most powerful Triumvirate realm in the player's formation.
14/TU
Artifact
AD&D
Common
Usable only by an AD&D avatar. The attached champion and
its allies can
attack any realm, regardless of position or restrictions. If
victorious, the realm
is automatically razed.
15/TU
Holding
AD&D
Uncommon
If attached to any Triumvirate realm, this player's Underdark allies gained from Triumvirate realms can also be used to defend.
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
If attached to any Triumvirate realm, the Tripolar Cavern allows the allies provided by all Triumvirate realms in player's formation to be used to defend, as well as attack. Because the allies from all of the player's Triumvirate realms are affected, the Cavern can be attached any Triumvirate realm in the player's formation.
16/TU
Holding
Forgotten Realms
Rare
The magic of the Deep seeps upward, rendering this player's
allies immune to
psionic power cards.
17/TU
Holding
Greyhawk
Uncommon
The ancient power of the gods bestows immunity to this player's
defending
allies against the special powers of champions.
18/TU
Holding
Ravenloft
Uncommon
The dark powers, in a twist of fate, decree that this player's
attacking
champions are immune to the powers of all RAVENLOFT allies.
19/TU
Event
Rare
All avatars in pools are destroyed. Immune to Limited Wish. (Harmful)
20/TU Event
Rare
All avatars must attack until this player's next turn: avatars
must be used first
in defense. If unable to attack they are discarded. (Harmful)
21/TU
Event
Rare
Played during combat, all champions and allies in the battle
who are not elves
(including drow) or dragons are discarded . If both champions are
slain, the
battle is over with no victors. (Harmful)
Note the wording of the card, Drow Justice can only be played during combat.
22/TU
Event
Rare
This creeping fungus purges a spell caster of its spells. All
spells currently
held by the targeted player are discarded, and the affected champion
cannot
cast spells until the event is affected champion cannot cast spells
until the
event is removed.
23/TU
Artifact
Dark Sun
Common
Usable only by a DRAGONLANCE avatar. The attached champion and
its
allies can attack any "eastern" realm (to this player's right),
regardless of
position or restrictions.
24/TU
Event
Uncommon
This player's realms that show trees are protected from being
razed or
destroyed by spells and events until the end of his next turn.
(Helpful)
25/TU
Event
Uncommon
All spellcasting champions (except Mika the Wolf Nomad) cannot
cast spells
until the end of this player's next turn. (Harmful)
26/TU
Event
Common
until the end of his next turn, only this player may attack or
defend with
dragons. (Harmful)
27/TU
Event
Common
This player's undead champions and allies are protected until
the end of this
player's next turn. Cards that specifically harm the undead have no
effect.
(Harmful)
28/TU
Magical Item
2
Rare
The attached champion is immune to the effects of all artifacts.
The champion with the amulet is not effected by opponent's artifacts. Opponent's artifacts retain their defensive powers.
29/TU
Magical Item
3
Common
Once per turn, the attached champion can dispel one spell cast
against
another player. The champion must then attack on its turn or be
discarded.
The power of this item functions just like a Dispel Magic spell. It can in turn be dispelled.
The Spellfire Reference Guide Volume II incorrectly infers that the Armor can be used to dispel a spell directed at the owning player. As the card states, the Armor's power only works on spells directed at another player.
30/TU
Magical Item
3
Common
The attached champion is immune to wizard spells. If defeated
in battle, the
champion returns to its pool, stripped of all attachments.
31/TU
Magical Item
4
Uncommon
Created by Dori's friend Drawmij, this item lets the attached
champion and its
allies attack any realm.
32/TU
Magical Item
Rare
Usable only by champions of level 12 or higher, the hammer
automatically
kills any wizard or psionicist. If the champion's level falls below
12, the
hammer is discarded.
33/TU
Magical Item
Rare
Once per turn, may charm a hero or cleric into acting as an
ally to the attached
champion. Regardless of outcome, the charmed champion returns to its
pool
stripped of attachments.
The target of the charm must be in a pool. An opponent in battle
cannot be
charmed.
34/TU
Magical Item
2
Rare
The attached champion (but not its allies) is immune to the special powers of all avatars.
The champion with the necklace is immune to any avatar powers that effect the champion.
35/TU
Magical Item
Uncommon
Cannot be played on an undead champion. if the attached
champion is killed
in battle, it returns at the end of the player's next turn as an
undead
champion. powers and abilities remain unchanged.
The Black Snail is discarded after it is used to bring back a defeated champion as an undead champion, since the Snail cannot be attached to an undead champion.
36/TU
Magical Item
2
Common
If used by an undead champion, its allies gain an additional
+2. If the allies
are also undead, they gain +4.
37/TU
Wizard Spell
Uncommon
The might of Hornung is such that this spell can be cast at any
time. This
player can look at one other player's hand and discard one realm.
38/TU
Wizard Spell
Common
This player's champion and its allies are immune to the special
powers of
allies for this round of combat.
39/TU
Wizard Spell
Common
Cast only on a hero. The affected champion cannot attack or
defend until the
end of its owner's next turn.
40/TU
Wizard Spell
Rare
Opponent cannot play one specified type of card (cleric or
wizard spells,
psionic power cars, allies, magical items, artifacts, or events) for
this round of
battle. Any already in play are discarded.
41/TU
Wizard Spell
Common
The caster's shadow creeps around the table, letting him see
all cards
concealed under realms or face down in pools.
42/TU
Wizard Spell
Uncommon
Allows the caster to see all allies of a specific type
(earthwalkers, flyers,
swimmers, or undead) held in players' hands. Discard one card of that
type
from each opponent.
43/TU
Wizard Spell
Common
All cards in players' hands that specify werebeasts or
lycanthropes (except
realms and holdings) must be played to aid the caster. Discard
summoned
cards after use.
Werebeast or lychanthrope champions that are summoned are treated like allies during battle and are discarded after the round.
44/TU
Wizard Spell
Uncommon
Cast on one player's pool. All spellcasters and psionic power
card users in
that pool cannot cast spell or use psionic power cards until the end
of that
player's next turn.
Mind Fog must be immediately dispelled or turned (counter-effect), otherwise its power takes effect and the affected player can no longer cast spells.
45/TU
Wizard Spell
Common
Only monsters can enter combat with this champion. The champion
and its
allies become flyers for one round of combat.
Card Combo (from the Sussman Zone ): If Bloodstone's Spectral Steed is cast on Lovely Colleen, only monsters can enter combat with her, which are instantly defeated.
46/TU
Cleric Spell
Uncommon
Cast only by champions of level 13+. All undead champions and
allies from
players' pools and hands come to the aid of the caster. Allies are
discarded:
champions return to pools.
Champions summoned from pools use their attached cards, in addition to level and special powers.
A player with the Herald of Mei Lung is immune to Summon Undead.
47/TU
Cleric Spell
Common
Cast only by champions of level 13+. Each champion in one pool
gains 4
levels until the player's next turn. The spell may be continued each
turn by
discarding a realm.
The Spellfire Reference Guide Volume II incorrectly indicates that the champion's base level is increased. It is the adjusted level that is increased.
48/TU
Cleric Spell
Uncommon
Cast only by champions level 13+, this spell creates an ally
equal to the base
level of the caster. The wolf spirits devour an equal number of
points of
opposing allies.
49/TU
Cleric Spell
Rare
50/TU
Artifact
Forgotten Realms Common
Usable only by a FORGOTTEN REALMS avatar. The attached champion
and
its allies can attack any "southern" realm (opposite this player),
regardless of
position or restrictions.
This artifact is only useful if there is an opponent directly across from you.
51/TU
Cleric Spell
Rare
Cast only by champions of level 13+. All allies in an
opponent's hand come
to the aid of this spellcaster. Discard allies after use. (Off/4)
52/TU
Cleric Spell
Uncommon
Cast only by champions of level 13+. This spell creates a swarm that sweeps through one player's pool. The swarm discards any cards equal in icon points to half the level of the caster (rounded down). (Off/3)
When Elemental Swarm is played, champions in the target pool with cumulative base levels up to one-half the caster's adjusted level are discarded. The caster chooses which cards are to be discarded.
The Spellfire Reference Guide Volume II incorrectly indicates that half the caster's base level is used to determine what level cards are discarded. Because the card does not specifically state base level, the caster's adjusted level is used.
All card types can be discarded, so long as the icon point sof the cards chosen do not exceed half the adjusted level of the caster. If a champion is discarded, any attached cards are discarded. Attached cards may be selected to be discarded. For example, a champion with Dori the Barbarian's Cape cannot be discarded by offensive spells. However, the Cape itself can be targeted (counting as 5 icon points) and discarded by the Elemental Swarm . If a champion is immune to offensive spells, that immunity extends to attached items.
53/TU
Cleric Spell
Common
Cast only by champions of level 13+ on a realm, this spell
remains in effect
until dispelled or negated. The realm is immune to offensive spells.
(Def/3/5)
54/TU
Cleric Spell
Common
Cast only by champions of level 13+, this spell connects the
first realm of each
player in a matrix, allowing each to be attacked (regardless of
restrictions)
until the end of this player's next turn. (Off/3)
55/TU
Cleric Spell
Rare
Cast only on dragons, the spellcaster can double the age (base
level) of a
dragon or halve the age (base level, rounded down) and take away its
special
powers. This spell lasts until dispelled. (Def/3/4) or (Off/3/4)
56/TU
Cleric Spell
Rare
The caster can send one champion to the Abyss or send one
avatar to Limbo.
The avatar remains in Limbo until the end of its owner's next turn.
(Off/3/4)
If cast in combat, Mindkiller need not be cast on the opposing champion.
If cast by an attacker in combat with a realm champion, the realm is razed.
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.
57/TU
Cleric Spell
Rare
All attacks until the end of this player's next turn must be
made against one
realm chosen by the caster; if the realm is razed, a successful
attack by the next
player discards it. no further attacks can be made. (Off/3/5)
58/TU
Cleric Spell
Common
Any 4 clerics (excluding avatars) may band together to send an
avatar to the
Abyss. Each player who participates must discard a magical item,
either from
his hand or pool. (Off/3/4/5)
59/TU
Artifact
Greyhawk
Common
Usable only by a GREYHAWK avatar. The attached champion and its
allies
can attack any "western" realm (to this player's left), regardless of
position or
restrictions.
60/TU
Cleric Spell
Common
Cast on a realm, this spell creates a permanent ally that
devours all nonflying
allies. The spell remains in effect until negated or dispelled.
61/TU
Cleric Spell
Uncommon
Discard cards equaling in icon points to the level of the
targeted champion,
who is sent to the Abyss.
62/TU
Cleric Spell
Common
Creates a permanent one-way path to a chosen realm until
dispelled.
Regardless of the realm's restrictions, this player's champions and
allies can
attack that realm.
The Spellfire Reference Guide Volume II incorrectly indicates that the Hovering Road can be spell turned or reflected and used against one of the caster's realms. However, because Spell Turning and Reflection turn the spell back against the caster (as opposed to one of the caster's realms), the Hovering Road has no effect if turned or reflected.
63/TU
Cleric Spell
Common
Cast only by level 13+. champions. Kills all champions of level
6 or less in
one pool and prevents survivors from attacking until after that
player's next
turn.
64/TU
Avatar
19
AD&D
Rare
Avatar: a cleric of level 8 or higher must be discarded to
bring the Unnamed
into play. All players must ask Gruumsh each battle for the number of
allies
they can use. Limit one avatar per pool.
65/TU
Avatar
20
AD&D
Uncommon
Avatar; two clerics equaling 12 points or more must be
discarded to bring the
Faceless One into play. It and any AD&D champions in the player's
pool are
immune to magical items of less that +3 enchantment and offensive
spells.
Limit one avatar per pool.
The immunity is only to offensive magical items.
66/TU
Avatar
21
AD&D
Common
Dwarf
Avatar; two dwarf champions or the Reorxcrown Mountains realm
must be
discarded to bring Moradin's Avatar into play. All realms held by
this player
can be attacked only by flyers or earthwalkers (or via Underdark
realms).
Limit one avatar per pool.
Per the Spellfire Oracle, the Spellfire Reference Guide Volume II should have indicated Moradin's Avatar as a blueline dwarf.
67/TU
Rule
Greyhawk
Uncommon
The undead rise up in wrath! Any undead champions killed in
battle are not
discarded, but are sent to Limbo. They return to their pool at the
end of their
next turn, without attachments. Any undead allies lost in battle
remain with
them. This rule card is immune to Wish.
68/TU
Avatar
19
Ravenloft
Rare
Undead
Avatar; RAVENLOFT champions totaling 10+ must be discarded to
bring the
Red Death into play. On its turn, if can corrupt a champion of base
level 5 or
less. The player can allow his champion to be the avatar's ally, or
he can
discard the champion instead. If used, the champion returns to its
pool, minus attached cards.The
Red Death may be used once per turn, but only during the player's
turn.
69/TU
Rule
AD&D
Uncommon
All champions and allies native to the Underdark have infravision. All other champions and allies do not; they cannot see and their special powers don't work.
This rule card affects all champions and allies other than Underdark champions and allies. Underdark champions and allies have either the Underdark designation in the card text or are part of the Underdark booster set.
70/TU
Avatar
6
Dragonlance
Common
Avatar; a cleric of level 8 or higher must be discarded to
bring Sargonnas into
play. All cards with the word "fire" or "red" in their title are
doubled in level
when played with Sargonnas. Limit one avatar per pool.
71/TU
Avatar
21
Greyhawk
Rare
Avatar; can cast wizard spells; a Greyhawk wizard and one
Greyhawk realm
must be discarded to bring the Uncaring into play. At the beginning
of this
player's turn, the Uncaring can discard one razed Greyhawk realm in
play.
72/TU Avatar
17
Forgotten Realms
Uncommon
Avatar; a cleric and one Forgotten Realms holding must be
discarded to bring
Shar into play. She absorbs all offensive spells cast against this
player's
Forgotten Realms champions and realms, dispelling or deflecting them
as she
wishes.
Shar's power works like the spell Re-target, allowing Shar to select the new target of the spell. This power effectively makes her immune to Wish, since she can deflect the spell.
Shar's power is considered a spell, in that her dispelling power can be negated with Dispel Magic and her deflecting can be negated or deflected back with Dispel Magic, Spell Turning, Magic Draining Field, Re-target, etc.
73/TU
Ally
5
Common
Elf
Undead. If used in the successful defense of a realm, they
remain with the
realm until it is razed.
74/TU
Ally
4
Common
If played against a drow champion, it is +8. If played with
Lolth, the Spider
Quessn, it remains with her and is shuffled back into the deck if
Lolth is
defeated.
75/TU
Ally
6
Common
Undead. Can be attached to any Underdark holding, where it
becomes a
permanent defending ally until the holding is discarded.
76/TU
Ally
6
Common Flyer. Devours (discards) all opposing flying allies. an be
played during
another player's combat to devour one flying ally, returning to its
player's
hand after battle instead of being discarded.
77/TU
Ally
4
Rare
Flyer. When played, devours one psionicist champion in any pool.
78/TU
Ally
1
Rare
If defeated by a wizard, this ally remains with the winning
champion.
Whenever he casts a spell, draw a card. The spell is only successful
if the
card's last digit is 8 or 9.
79/TU
Ally
5
Common
Reduces the level of all magical items played against it to 0,
though it does not
negate any special powers.
80/TU
Ally
3
Rare
81/TU
Ally
7
Common Undead. If played in the successful defense of a realm,
this ally stays with the
champion. If defeated when attacking, it returns to the player's
hand.
82/TU
Monster
9
AD&D
Uncommon
Flyer. Can cast wizard spells. Undead champions and allies will
not face this
horrid creature.
83/TU
Monster
5
AD&D
Common
Earthwalker
Immune to offensive magical items. if defeated in combat, it
regenerates and
returns to its pool at the end of the player's next turn. Attached
cards are
discarded.
84/TU
Monster
7
AD&D
Rare
Flyer. Can attack twice per turn if it wins its first round. On its second attack, it can wishbone, automatically razing the realm if it wins the battle, but must then be discarded.
85/TU
Monster
5/9
AD&D
Common
When defending, its level rises to 9 and it can spit rocks,
instantly destroying
all allies of level 3 or less.
Noran's use of its special power ("can split rocks") is optional.
86/TU Monster
3
AD&D
Common
This foul minion of Jubilex becomes level 10 and can cast
cleric spells if the
Faceless One is in play anywhere.
87/TU
Monster
6
AD&D
Common
This monster and its allies can attack any Underdark realm,
regardless of
position.
88/TU
Monster
7
AD&D
Common
Can use psionic power cards and cast wizard spells. This
monster and its allies
can attack any Underdark realm, regardless of position.
89/TU
Monster
2
AD&D
Common
If attacking and Underdark realm, its level rises to 7. If
defending an
Underdark realm, it can defend twice before being discarded.
90/TU
Monster
10
AD&D Rare
Undead; swimmer. Can cast cleric spells; immune to offensive
cleric spells. Its
bite is poisonous to avatars, negating special powers and halving
their levels
(rounded down) in battle. If used to defend, the realm must show
water.
91/TU
Hero
4
Forgotten Realms
Common
Gnome (svirfneblin). This hero's magical items are doubled in
level, as are all
dwarf and gnome allies played with him.
92/TU
Hero
5
Forgotten Realms
Common
Elf (drow). When defending Menzoberranzan or any Underdark
realm,
Jarlaxle's level is doubled.
93/TU
Wizard
9
Greyhawk
Common
Elf (drow)
Can cast cleric spells and is immune to psionics. When Ellorelloran is first played, she can discard any rule card in play. She may be discarded to remove a subsequent rule card from play.
Ellorelloran is blueline elf(drow).
Ellorelloran's power activates when the card is played. thus even if Ellorelloran is played from the hand directly into battle as a defender, Ellorelloran's power to discard a rule card takes effect before any powers of the attacking champion.
94/TU
Hero
9
Forgotten Realms
Common
Elf (drow). Zaknafein can attack up to 3 times per turn. On the
second attack,
he is level 6; on the third he is level 3.
If Barbarian's Decree is in play, Zaknafein can attack twice at level 9, once at level 6, and once at level 3.
95/TU
Cleric
8
Forgotten Realms
Common
Dwarf (duergar). Immune to offensive spells. Baldar and his allies can attack any Underdard real, regardless of position.
96/TU
Cleric
3
Greyhawk
Common
Fowron gains one level for each giant in play. Once per turn, he can duplicate the special ability of any other giant in play. (This player's use is secondary.)
Because Fowron is a giant himself, he gains one level even if no other giants are in play.
Card combo: If the Girdle of Storm Giant Strength is attached to another champion while Fowron is in play, Fowron can immitate that champion's power, even if not a giant. (from jones@ond.jupiter.vein.hu)
97/TU
Monster
7
Ravenloft
Common
Undead; can cast cleric spells and is immune to psionics.
Because of the fear
this banshee instills, any allies played with or against her are at
-1.
Allies in combat with Chantal have their icon levels reduced by 1.
98/TU
Wizard
4
Dark Sun
Uncommon
Elf
Swimmer. Aquilla poisons all swimmers played against her,
causing these
champions and allies to be discarded.
99/TU
Cleric
7
Ravenloft
Uncommon
Iseult may have two artifacts attached to her. When attacking,
her opponent
must hold out all spells and psionic power cards; Iseult randomly
draws one
to be discarded.
If Iseult has two artifacts attached, one of which is the Fang of Nosferatu, and uses the Fang to substitute for the power of another champion, one of the artifacts must be discarded.
100/TU
Psionicist
6
Dark Sun
Common
Psionicist; can use psionic power cards. If held by a player
who has no Dark
Sun realms in his formation, Xontra and her allies can attack any
Dark Sun
realm, regardless of position; otherwise, she must attack
normally.
1/TU Chase
Psionicist
4
Forgotten Realms
Chase
2/TU Chase
Psionic Power
Chase
Playable only on an avatar or psionicist, this power inflicts
pain on a
champion, stripping away its powers and reducing its level to 1 until
the end
of this player's next turn (Off/3)
3/TU Chase
Artifact
5
Greyhawk
Chase
This player's champions are immune to psionics.
4/TU Chase
Artifact
3
Greyhawk
Chase
The attached champion can only be discarded as a result of battle.
The champion with the Ring can not be discarded except as a result of battle. The champion therefore is not discarded by Wish, unless Wish is cast while the chmpion with the Ring of Gaxx is in combat.
5/TU Chase
Realm
7
AD&D
Chase
This realm can defend itself as a level 7 hero who can cast
wizard and cleric
spells in phase 4 only. The deep is immune to offensive spells and
psionics.
6/TU Chase
Realm
AD&D
Chase
Adds a +12 Underdark ally to all champions of this player when
attacking and
negates the ally gained from all other Triumvirates unless in the
same
player's formation. At the start of this player's turn, he may
discard this realm from his
formation to send one avatar to the Abyss.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement charachteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
The Ultimate Triumvirate is the most powerful Triumvirate realm, providing a +12 ally and negating the allies provided by opponent's Triumvirate realms.
7/TU Chase
Realm
AD&D
Chase
8/TU Chase
Realm AD&D
Chase
This realm can defend itself by duplicating the level and
powers of one
psionicist in play. This player's use is secondary.
9/TU Chase
Event
Chase
This mighty river rushes through each player's pool, sweeping
away all
psionicists into the discard pile. (Harmful)
10/TU Chase
Event
Chase
Played after an opponent has chosen an Underdark realm to attack, the event player can change the attack to any other unrazed realm in play, regardless of position or restrictions. (Harmful)
This event is played after an opponent puts forth an attacking champion and selects a realm to be attacked, but before a defender is chosen. The event player may not select one of the attacker's realms as the new realm to be attacked, but may select another player's realm in a multi-player game.
The new realm's restrictions, such as "can only be attacked by swimmers," need not be met throughout the battle. The Spellfire Reference Guide Volume II incorrectly indicates that the realms restrictions again take effect after the first round of battle.
11/TU Chase
Event
Chase
All psionicists and clerics in play may not use power cards or
cast spells until
the end of this player's next turn. (Harmful)
12/TU Chase
Event
Chase
13/TU Chase
Event
Chase
14/TU Chase
Event
Chase
All champions whose card number is "# of 25" (chase cards) gain
6 levels and
become earthwalkers until the end of this player's next turn.
(Helpful)
Chase cards from Artifacts (# of 20) and chase cards from full editions (401-440 and 501-520) are not affected by the Mandate.
15/TU Chase
Monster
8
AD&D
Chase
Undead. Only magical items and artifacts of +4 or higher enchantment have any effect against the Demi-Lich. Allies cannot be played against it.
The Demi-Lich's immunity extends only to offensive magical items and artifacts. Teh Demi-Lich is affected by the Wand of Negation.
16/TU Chase
Monster
6
AD&D
Chase
Gains 3 levels when attacking and Underdark realm, and/or gains
3 levels
when attacking from and Underdark realm. All magical items attached
to the
Minotaur gain +1.
17/TU Chase
Monster
2
AD&D
Chase
18/TU Chase
Monster
5
AD&D
Chase
Can only be used to defend and Underdark realm. Engulfs all
psionicists,
magical items, and nonswimming allies, causing them to be
discarded.
The Lurker cannot attack, and can only defend Underdark realms.
19/TU Chase
Hero
6
Greyhawk
Chase
20/TU Chase
Magical Item
3
Chase
21/TU Chase
Magical Item
5
Chase
If the attached champion is attacking, only psionicists, clerics, and heroes can defend against it. (Off)
Card combo: If the Sword and Helm of Garion is combined with the Ring of Human Influence, only psionicists and clerics can defend.
Card Combo: If the Skull of Fistandantilus (only wizards or monsters can defend) is combined with the Sword and Helm of Garion (only psionicists, clerics, and heroes can defend), only champions with immunities to artifacts and magical items can defend.
22/TU Chase
Magical Item
3
Chase
23/TU Chase
Ally
3
Chase
When played in battle, this ally can also instantly kill one
champion of base
level 5 or less anywhere in play if this player has an unrazed
Underdark
realm in his formation.
24/TU Chase
Event
Chase
Play only during combat where this player is not involved.
Peace is declared
and the champions return to their pools; combat is over. The event
player is
victorious and draws spoils. (Harmful)
This event may be negated by any player, but may only be calmed by the attacker, not the defender, since it is only harmful to the attacker.
Broken Arrow is played during combat, which means that the special powers of the attacker and defender have already activated. Therefore Broken Arrow will prevent an instant defeat caused by one of the champion's special powers.
25/TU Chase
Cleric Spell Chase