The logos of the support cards are in pale yellow (aside from allies). They are often utilized once or have their amount of working time, and they are then discarded. The majority of the support cards are used during phase 4, but a considerable amount of cards can be used during phase 3 or anytime.
During a battle round, allies add their level bonuses and special powers to the attached champion. Allies increase the adjusted level of champions in combat. Generally, allies use their special powers only during a round of combat, as outlined in the Order of Activation. As soon as an ally's special power is played, it takes effect.
There are different types and races of allies, and they can belong to secret cults, be flyers, swimmers, or earthwalkers. Like champions, allies need to have special movement abilities like swimmer, flyer, or earthwalker to attack realms, not in the front of an opponent's formation. This also can subject them to instant defeat cards that affect those designations.
After the battle, all allies played during the combat are discarded if something else is not written in the card's special powers. Some cards have special powers to retrieve allies from the discard pile or place them back into the draw pile. It is also possible for allies to be sent to Limbo or the Abyss.
Spells are used primarily by wizard and cleric champions. If a champion has a wizard or cleric icon, it can automatically use the corresponding type of spells. The text box of a wizard or cleric does not have to indicate the champion can cast spells. Wizards and clerics with negated special powers are still able to cast spells of their icon type. In contrast, a champion who is not a wizard may be able to cast wizard spells if his special power indicates so.
Each spell indicates whether it is offensive or defensive and the phase it can be used. Some can only be played during combat (in phase 4), others can be played before or after combat (phases 3 and 5). Scarce spells can be cast at any time.
Phase 3 spells can only be cast by champions who can cast those spell types. Casting a spell during phase 3 or 5 is only allowed when it is your turn and not another players turn. A defending player can only cast spells in phase 4, since it is not his turn.
A spell's offensive or defensive nature has no bearing on when it can be played; offensive spells can be played when attacking or defending, as can defensive spells. Like magical items, offensive only means that the spell affects an opponent; defensive spells affect the player's own champion or ally. Champions that are immune to spells are typically only immune to offensive spells, though there are a few exceptions.
A psionic power card is like a spell but is usually used by champions who are psionicists. If a champion has the psionicist icon, they can automatically use power cards. The champion's text box does not need to indicate that they can use power cards. It is still possible for a psionicist to use psionic power cards even if their other powers are negated. If a nonpsionicist champion has their psionic power negated, they lose their ability to use it.
As with spells, psionic power cards can be offensive or defensive and are played in phases (e.g., Off/3, Def/4, etc.). Since psionic power cards are not considered spells, cards negating or dispelling spells do not affect the psionic powers. To negate or counter psionic power cards you need specific cards.
There is a difference between psionic power cards and psionic powers used by psionicists during combat, which are psionic in nature. More information is available under each psionicist's entry.
Blood abilities are cards that regent champions can use. A regent can use blood ability cards like a wizard's innate ability to cast spells. Blood ability cards are considered offensive or defensive, and like spells can be used during phase 3, phase 5 or during a round of combat (phase 4) in which the champion using the card is involved.
Blood abilities are categorized as spells when they can be used. For instance, (Off/4 or (Def/3).
Some blood ability cards can be dispelled by cards that would normally cancel wizard or cleric spells. Whether a blood ability can be negated in this manner is stated on the card. Other blood abilities can be negated through cards specifically designed to negate blood abilities.
Unarmed Combat Cards
These cards are the non-spellcasters answer to spells. Hero champions usually use unarmed combat cards, and some can be used by monsters, dragons, undead, and other specifically mentioned types of cards.
Unarmed combat cards are similar to spells in the way they are played. They're considered offensive or defensive and can be used in various game phases. Unarmed combat cards are labeled similarly to other support cards (Off/4) or (Def/3).
Unarmed combat cards are not spells or psionic powers, and they cannot be negated by cards such as negating spells or powers, but there are specifically designed to negate unarmed combat cards.
All thief champions can use thief skill cards, similar to a cleric's innate ability to cast spells. Each thief skill card is either offensive or defensive, just like spells, and can be used in and out of combat.
Thief skill cards are considered offensive or defensive and, like spells, can be used in and out of a round of combat. When a particular thief skill can be used is labeled the same way as spells: (Off/4) or (Def/3).
Thief skill cards are not considered to be spells, blood abilities, unarmed combat, or psionic power cards and cannot be negated by cards negating other types of cards. There are cards that are specifically designed to negate thief skill cards.