The Underdark


UnderAthas

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.

The Unipolar Triumvirate

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.

UnderKrynn

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.

The Bipolar Triumvirate

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.

The Underdark

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.

The Tripolar Triumvirate

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.

UnderToril

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.

UnderOerth

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.

UnderDread

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.

The Burning Cavern

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.

The Unipolar Cavern

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.

Subterranean Seas

12/TU
Holding
Dark Sun
Uncommon

The stormy underdark of Krynn grants this player's allies the ability to
become swimmers.

The Bipolar Cavern

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.

The North Wind

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.

The Tripolar Cavern

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.

Echoes from the Deep

16/TU
Holding
Forgotten Realms
Rare

The magic of the Deep seeps upward, rendering this player's allies immune to
psionic power cards.

Cavern of the Gods

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.

The Dread Chamber

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.

God's Plague

19/TU
Event
Rare

All avatars in pools are destroyed. Immune to Limited Wish. (Harmful)

When God's Walk

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)

Drow Justice

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.

Memory Moss

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.

The East Wind

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.

The Forest Oracle

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)

Mika's Magic Ban

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)

Mika's Dragon Charm

26/TU
Event
Common

until the end of his next turn, only this player may attack or defend with
dragons. (Harmful)

Mika's Undead Ward

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)

Amulet of Protection from Artifacts

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.

Armor of Dispel Magic

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.

Cloak of the Gargoyle

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.

Dori's Obsidian Steed of Wondrous Power

31/TU
Magical Item
4
Uncommon

Created by Dori's friend Drawmij, this item lets the attached champion and its
allies attack any realm.

Goibhniu's Warhammer

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.

Helmet of Selnor

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.

Necklace of Protection

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.

Black Snail of Shnai

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.

Shovel of Gravedigging

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.

Hornung's Guess

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.

Hornung's Baneful Deflector

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.

Maximillian's Earthen Grasp

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.

Shattered Glass

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.

Lorloveim's Creeping Shadow

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.

Locate Creature

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.

Summon Lycanthrope

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.

Mind Fog

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.

Bloodstone's Spectral Steed

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.

Summon Undead

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.

Warband Quest

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.

Wolf Spirits

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.

Stalker

49/TU
Cleric Spell
Rare

The South Wind

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.

Animal Horde

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)

Elemental Swarm

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.

Preservation

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)

Ward Matrix

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)

Age Dragon

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)

Mindkiller

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.

Spacewarp

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)

Spirit of Power

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)

The West Wind

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.

Tentacle Walls

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.

Timelessness

61/TU
Cleric Spell
Uncommon

Discard cards equaling in icon points to the level of the targeted champion,
who is sent to the Abyss.

Hovering Road

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.

Breath of Death

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.

The Unnamed, Avatar of Gruumsh

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.

The Faceless One, Avatar of Jubilex

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.

Moradin's Avatar

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.

Invasion of the Undead

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.

The Red Death

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.

Things That Go Bump In The Night

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.

Sargonnas

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.

The Uncaring, Avatar of Boccob

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.

The Avatar Shar

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.

Baelnorn

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.

Chitine

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.

Crypt Servant

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.

Foulwing

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.

Gnasher

77/TU
Ally
4
Rare

Flyer. When played, devours one psionicist champion in any pool.

Magebain

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.

Sword Slug

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.

Skum

80/TU
Ally
3
Rare

Fey Dwarf

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.

Corpse Dragon

82/TU
Monster
9
AD&D
Uncommon

Flyer. Can cast wizard spells. Undead champions and allies will not face this
horrid creature.

Earth Weird

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.

Gorynych

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.

Noran

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.

Gibbering Mouther

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.

Umber Hulk

87/TU
Monster
6
AD&D
Common

This monster and its allies can attack any Underdark realm, regardless of
position.

Mind Flayer

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.

Myconid

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.

Monster of the Lake

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.

Belwar Dissengulp

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.

Jarlaxle

92/TU
Hero
5
Forgotten Realms
Common

Elf (drow). When defending Menzoberranzan or any Underdark realm,
Jarlaxle's level is doubled.

Ellorelloran

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.

Zaknafein, the Weapons Master

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.

Baldar Dwellardon

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.

Fowron, the Giant

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)

Chantal the Banshee

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.

Aquilla

98/TU
Wizard
4
Dark Sun
Uncommon
Elf

Swimmer. Aquilla poisons all swimmers played against her, causing these
champions and allies to be discarded.

Iseult

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.

Xontra

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.

Lazarus, the Drow

1/TU Chase
Psionicist
4
Forgotten Realms
Chase

Inflict Pain

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)

The Hoof of Auroch

3/TU Chase
Artifact
5
Greyhawk
Chase

This player's champions are immune to psionics.

The Ring of Gaxx

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.

The Deep

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.

The Ultimate Triumvirate

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.

The Dispossessed

7/TU Chase
Realm
AD&D
Chase

The Cavernous Hall

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.

Underground River

9/TU Chase
Event
Chase

This mighty river rushes through each player's pool, sweeping away all
psionicists into the discard pile. (Harmful)

The Way Out

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.

The Triumphant Barbarian

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)

The Minotaur Attacks!

12/TU Chase
Event
Chase

Cave-in!

13/TU Chase
Event
Chase

The Mandate of Dori the Barbarian

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.

The Demi-Lich Zyenj

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.

The Minotaur

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.

Piercer

17/TU Chase
Monster
2
AD&D
Chase

Lurker in the Deep

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.

Oogly the Half-Orc

19/TU Chase
Hero
6
Greyhawk
Chase

The Marble Orb

20/TU Chase
Magical Item
3
Chase

The Sword and Helm of Garion

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.

Scourge of Mika

22/TU Chase
Magical Item
3
Chase

Drow Assassin

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.

Broken Arrow

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.

Mindshatter

25/TU Chase
Cleric Spell Chase

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