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Spell Fire Reference Guide 2

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    Table of Contents

    There's a lot of the "proud father" in me when I think about theS r i ; i , i , r i K i ; g a m e . A l t h o u g h i t ' s t r u e t h a t 1 a n d s e v e r a l o t h e r s h e l p e dinvent the game, the latest group of developers, including Kevin M e l k a ,BillO l r n e s d a h l ,Jim B utler , and Dori Hein, have taken the game severalsteps forward ini ts evoluti on. Fourth e diti on decks are a lot like today'sformula race cars when compared to first edition decks, which u s u a l l ydrove like model Ts.

    I've had unusua lly good times pla yin g this game. I can rememb ergoing toG e r m a n ywith some polished decks thi nk in g 1 would be ableto e a s i l yd e f e a tall comers. Imagine my surprise when I p l a y e d personafter person whose decks were farb e t t e rthan mine. T h c m i n gdecks sothatIhavea Caramon D R A G O N L A N C E d e c k , an Undead Have Ri^cnR A V E N L O F T deck, etc.,h asalso been great fun. A tTSR we allhaveourspell decks and our dragon decks, and making the perfect deck hasburned up a lot of pleasant hours for me. Arguing rules with the play-ers of TSR and mak ing them let me go firstb e c a u s eI'm the oldest play-er (even though that rule was changed) has got to be some of the besttimes I've ever had in a life filled with fun gaming memories.

    Games that getbetter over timea re few. S P E L L F I R E de f in i t e l y f i t si nthis category. In 1994 when it first came out, the game was fun for

    mul-

    tiplayers or just two. New card sets have made the game even more funfor m u l t i p l a y e r s .The fans of the game have made it better as well. Theirgood ideas and comments on the rules have allowed TSR to improvethe game to its present day condition. I've also learned (the hard way)that there is a big dif ferenc e between decks suitable form u l t i p l a y e rgames and decks set up to face one opponent.

    I've a few personal favorite concepts in the game. The Rule Cardsdeveloped out of our need to add new rules to a game where peoplehad old rules sets. Photo cards and what we've designed into themhave becomesomeof themostfu ncards in the S P E L L F I R E game.TheLovely Colleen an d Delsenora are my two favor ite cards. It's also agreat deal of fun signing cards at conventions, even tho ugh 1 still cringeat the thought of inking up someone else's card. Being in on the groundfloor of a creation like thi s still has it s kicks years later. I s t i l lhav e decksf i l l e d

    w i t ho ldcards people can'tget anymore. Itdoesmyheart goodto see the look of fear and confusion on a new player's face when I p u l lout myJ o h y d e e ' sMask deck or my Ancient Curse deck.

    May you never see your opponent draw th at nasty Carav an card,

    JamesM.

    Ward

    Vice President of Creative Serv ices

    3 F O R E W O R D

    f o r e w o r d 3

    I n l r o d u e t i o n 4What's Included? 4Card Numb ering 4

    What's S P E L L F I R E All About? 6

    T h e Cards 7The Deck 8

    G a m e I ' l a v

    ^

    Victory 11Two-Draw Mull igan 11

    R u l e of the Cosmos 11A Set-up Diagram 12

    The Formation 13

    The Pool 13Limbo 13

    The Abyss 13C o m b a t 1 4

    Order of Activ ation 16

    Icon Abilities 17Casting Spells 17

    Wall Spells 17Wish Spell 17Instant -Defeat Cards 18

    I m m u n i t i e s 18

    Spoils of Victory 19

    Flyers, Swimmers,

    & Earthwalke rs 19

    S p e c i a l Powers & Confl icts 20Counter-Effect Cards 20

    O n c e - P e r - T u r n

    I tems 21

    Duplicated Events & Spells 21O p t i o n s R u l e s 2 2A l t e r n a t i v e D e ck

    Si/.cs

    9

    5

    C i l o s s i i r v ol " T e r m s 2 7C a r d

    B a s i c s 3S

    Realms 38Holdings 39

    Rule Cards 40Events 40Champions 41

    Magical Items & Artifacts 42

    Allies 43

    Spells 44Psionic Power Cards 45

    Unarmed C o m b a tCards 45

    Blood Abilities 46

    Thief Skills 46S l r ale g

    v

    & T.iel ics 47

    Theme Decks 47

    Types of Themes 49Ind ivi dua l Card Strategies 59

    Tactic s & Tips 65

    B u i l d u p

    ,) S l ' l i l . l

    T I K I ' Deck 7 0MostPopular S P E L L F I R E Cards . . .70

    I V e - M a d e S r n . i I i K i

    1 Decks 84Hero Combat Deck 84

    F O R G O T T E N R E A L M S " 'Monster Deck 87

    Avatar Deck 90C o m e - F r o m - B e h i n d Deck 93

    " I t ' s

    Good to be the King"B I R T H R I G H T Deck 96

    The "Nines" Deck 99Undead R A V E N L O I - T ' "Deck 102

    75-Card A D & D " 'Deck 105N a s t y C o m b i n a t i o n s 1 09

    T o u r n a m e n t R u l es 1 1 3C a r d D e s c r i p t io n s

    120

    B l u e l i n e s 120Selected 3rd Edition Cards 122

    Selected 1st Edition

    Chase Cards 185Selected 3rd Editio n

    Photo Card s 187Selected

    R A V U N L O F P

    Booster Car ds 196

    Selected D R A G O N L A N C E "Booster Cards 198

    S e l e c t e d F O R G O T T E N R E A L M S

    Booster Cards 201Art ifac ts Booster Pack 205

    Powers Booster Pack 247

    U N D E R D A R K Booster Pack . . . .289Runes & Ruins Booster Pack , , .332

    B I R T H R I G H T Booster Pack 375I n d e x

    41 9

    C h e c k l i s t . . .471A f t e r w o r d ...480

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    S P E L L F I R E is acollectible cardgamefor two ormore players.Theideain collectible games is that each player builds his own unique deckfrom all of the cards he owns. Most have

    s p e c i a l

    powers that breakor change the general rules of the game. I nall cases, the specialpower on the card takes precedence over the rules presented here.

    What's Included?

    The S P E L L F I R E ReferenceGuide VolumeIIcontainsupdatedrules, newstrategies and tactics, mater ial for the novice and experienced playeralike,and descriptions of individual cards from theArtifacts,Powers, U N D E R D A R K ,Runes& Ruins,and B I R T H R I G H T boosterpacks. Also included are descriptions of cards changed from 2nd to3rd Edition, not covered in the previousReference Guidebecause ofits release date between the Artifacts and Powers boosters.

    It'simportanttonotethatcardreleasesfollowingthe BIRTHRIGHTbooster,but preceding this product, are not included. At the timethis product was written, text and art from the 4th Edition release,D R A C O N O M J C O N ,

    andNightStalkerswas notavailable. Inaddition,because of space considerations this product could not contain allthe above mentioned cards, and a line in the sand needed to be

    drawn.Information on S P E L L F I R E releases l eftout ofthis product willlikely be printed at a later date. We have, however, included a check-listtoboth4t hEdition and D R A C O N O M I C O N in theindex section ofthis book.

    Card NumberingThroughout this book, whenever a card is named, it is followed bythe card number and the latest edition of the game it has appearedin. For example, the card The Caravan would be depicted as "TheCaravan

    (3193rd)/'

    This indicates that Caravan is card number 319in the 3rd Edition of S P E L L F I R E ,which is thelatest release as ofthisproduct. In most cases, cards from the 1st through 3rd Editions of

    S P E L L F I R E have the same numbers, unless they were replaced in sub-sequent editions. Below is a list of card editions and booster abbrevi-ations used in this product in their order of release.

    1st Firstedition,released in June 1994. Cards numbered1-400 make up this edition.

    I N T R O D U C T I O N 4

    1st Chase Booster pack #1, June 1994. This chase contains all400 cards found in 1st edition plus a

    25-card

    setunique to Booster Pack #1. They are numbered "1 of25" through "25 of25.

    RL R A V H N L O F T ,

    Booster Pack# 2,released

    inSeptember

    1994. There are 100 cards in this booster pack.

    2nd Secondedition,

    released in August 1994. Cards num-bered 1-420 are in this edition, with the 401-420 cardsreplacing twenty existing rare cards from 1st Edit ion.There was no Booster Pack release with this edition.Cards from this set are clearly marked "SecondEdition" on the lower left corner of the card back.

    DL

    DRAGONLANCE, Booster Pack #3, released in October1994. There are 100 cards in this booster pack.

    DL Chase D R A C O N L A N C E Chase Cards, 25-card set found in theD R A C O N L A N C EBooster Pack, October 1994. Theya renumbered "1 of 25" through "25 of 25," next to theD R A G O N L A N C Elogo.

    FR F O R G O T T E N R E A L M S " -BoosterPack#4, released inNovember 1994. There are 100 cards in this boosterp a c k .

    FR Chase F O R G O T T E N R E A L M S Chase Cards,25-card setfoundintheFORGOTTEN R E A L M S BoosterPack,November1994.They are numbered "1 of 25" through "25 of

    25,

    next to the F O R G O T T E N R E A L M S logo.

    AR Artifacts Booster Pack#5,

    released in May 1995.There are 100 cards in this booster pack.

    AR Chase Ar ti fact s Chase Cards, 20-card set found in theArtifacts Booster Pack, May 1995. They are num-bered "1 of 20" through "20 of 20," next to theAD&D logo.

    PO Powers Booster Pack #6, released in September 1995.

    There are 100 cards in this booster pack.

    PO Chase Powers Chase Cards, 20-card set found in the P O W E R SBooster Pack, September 1995. They are numbered "1of 20" through "20 of 20," next to the AD&D l ogo.

    3rd Third edition, released in October 1995. There are 440cards in this edit ion, wi th the 421-440 cards replacingtwenty existing rare cards from 1st and 2nd Edition.There was no Booster Pack release with this edition.

    5 i N I K O I H K ' I K ' N

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    U E >

    U N P K K D A R K Booster Pack#7,released inDecember1995. There are 100 cards in this booster pack.

    UD Chase U N I > I : R D A K K ChaseCards,25-card se tfound in theU N D E R D A R K

    Booster Pack, December 1995. Theya renumbered "1 of 25" through "25 of 25," next to theA D & D

    logo.

    RR Runes & Ruins Booster Pack #8, released in February1996.There are 100 cards in this booster pack.

    RR Chase Runes & Ruins Chase Cards, 25-card set found in theRunes & Ruins Booster Pack, February 1996. They

    are numbered "1 of 25" through "25 of 25," next tothe AD&D logo.

    BR B I R T H R I G H T Booster Pack#9, released in May1996.There are 100 cards in this booster pack.

    RR Chase B I R T H R I G H T Chase Cards, 25-card set found in theB I R T H R I G H T

    Booster Pack,M ay1996. Theya renum-bered

    "1

    of 25" through "25 of 25," next to theB I R T H R I G H T logo.

    Promo Promotional cards are given away atT S R - s p o n s o r e d

    conventions, such as the GENCof'Game

    Fair. Theseare the only places to obtain such cards. The first

    promo cards were distributed at GEN CON in Augustof 1994. As of this guide, there are three promo cardsin existence.

    What's S P E L L F I R E AllAbout?

    The idea of the game is to build an empire. Players take turns drawingand laying down cards from their individual decks. In a collectiblecard game, each player has his own deck. Cards from one player'sdeck are never mixed in with cards from another player's deck.

    As you build your empire, the other players are trying to destroyi t .

    You use fantasy champions (clerics,heroes,

    monsters, wizards,and others) to attack and defend empires. These champions are

    aided bys p o i l s ,

    magical items, artifacts, events, allies, and other spe-cial cards. If your attack is successful, part of the

    defender's

    empireis destroyed (referred to as being "razed") or a defending championis defeated and discarded.

    In anygame,

    the idea is to have fun. Don't get hung up on rulestechnicalities or play "touch rules." No one has fun in a game with arules lawyer. Play fairly and honestly. Be willing to replay a fewcards if a player didn' t understand what was going on.

    R e m e m b e r ,

    it's just a game.

    i N r k o n u f i u i N

    6

    The Cards

    Each card has a similar look and layout. Take a moment and look ata few of them. The

    horizontal

    cards (most have map pictures) arethe realms that make up your empire. The rest of the cards are laidout vertically. In the upper left corner is an icon that identifies thetype of card. For example, the wizard champion icon and wizardspell icon have the same shape, but different colors (pink and goldspellbooks). The same is true for the cleric champion icon and thecleric spell icon (purple and gold shields), the psionicist championicon and the psionicist power icon (green and gold faces), etc.Wizard and cleric

    spells,

    psionic power cards, unarmed combat

    cards, blood abilities, and thief skills are all the same pale gold.Seven of these icons belong to a single card type: champion.

    Clerics, heroes, monsters, wizards, psionicists, regents, and thievesare all champions. Rules that discuss champions apply to all of thesecards. There are some rules unique to individual types of champions.

    Some of the icons have a number in them. All champions have anumber. The number is thebase levelof the champion. The higher thelevel, the more powerful it is in battle. Most cards have levels rang-ing from 0 to

    9,

    though a few cards, notably the avatars, have muchhigher numbers.

    7 IKTKODU TION

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    The DeckAstandard S P E L L F I R E game deck contains55cardsamixtureofrealms,

    h o l d i n g s ,c h a m p i o n s ,

    allies, events, spells, magical items, arti-facts, and other cards. The precise mix depends on the deck and theplayer. Each type of card has its own purpose and value in the game.

    No individual card can appear more than once in a deck, unless anexception is specifically stated on the card. A card is considered the sameif it has both the same icon and the same name (it may or may nothave the same artwork). Individual card types have the following

    l i m i t s p e r d ec k .

    Card Type Card Limit

    Realms 8-15Holdings 0-6Champions* 1-20A l l i e s any numberMagical items

    0-12

    Artifacts 0-10Events 0-10Wizard spells any numberCleric spells any numberPsionic powers any numberUnarmed combat any num berBlood abilities any numberThief skills any number

    Rule cards 0-3T o t a l

    cards 55

    * T l i < : championsin n deckmay not totaltoinoiv than 90points. Usethe number

    appearinghi the icon an Hi t- curdto deter niim1

    a champion's It'wl, If Hurt if more

    limn mil '

    m i H i l i i Tin t in' icnti, list- lite irst om 1.

    Before beginning play, a ll players should agree on which option-al rules, if any, are being used. Once the rules have been agreedupon,

    everyone should select a deck.

    INTRODUCTION

    ,s

    To find out who goes first in a game, each player cuts his deck, not-ing the last digit of the card number he's cut to. (Example: The DeckofMany Things from the F O R G O T T E N R E A L M S booster is #47 of100.The "7"is the number used to see who goes first.) Whoever has thehighest number goes first. In the event of a tie, the tied players cutagain. Everyone then shuffles his deck thoroughly and places it facedown on the table.

    Each player then draws five cards to form his starting hand. At

    the start of each player's turn, that playerdrawsthree cards. Playproceeds clockwise around the table.Note: All players draw at leastthree cards their first turn regardlessof any rule card, magical item, orartifact that might indicate less.

    Every player must follow this turn sequence. Phases 1, 5, and 6must be performed. Phases 0, 2, 3, and 4 are optional. The phases aree x p l a i n e d

    below.

    Phase 0: Playa Rule CardPerform any other actions that must happen at thebeginning of your turn. For example, Marco

    Vol o

    (50/3rd) allows you to look at an opponent's top cardat the beginning of your turn (phase 0).

    Phase 1: Draw threecards

    from the draw pileSome cards allow you to draw additional cards each turn.

    Phase 2; Play arealm and/orholdingOnly one of each can be played in a turn, even if youhave more in your hand. Steps A & Bcan be performedin any order.

    A) Play, rebuild, or replace one realmYou may do only one of the above. If a realm isplayed, you cannot rebuild another realm in thesame turn.

    B)

    Play one holding

    Holdings must be attached to realms from the sameworld. Once attached they cannot be rearranged.You can add a holding to a realm other than the one

    just played or rebuilt.

    Phase 3: Play cards intothe pool and use spells,psionics,orblood abilitiesYou are not required to perform steps A & B of thisphase in a set order; you can bounce back and forthbetween them.

    <

    G A M I ; P i .A Y

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    A) Place any number of champions, artifacts, and

    magical items into the pool

    Artifacts and magical items must be attached tochampions. Once attached, they may not berearranged. An a r t i f a c tcan be placed only on achampion from the same world; magical items canbe attached to any champion.

    B) Use any Phase 3 spell, psionic power, or bloodabili tyThere must be a champion in the pool able to usethe spell, power, or abil ity . Other players may use

    psionic powers, spells, or blood abilities to counteryours. You may only play Phase 3 cards at this time.Each card is clearly marked with the

    phase(s)

    it canbe played at the end of the text box, as well aswhether the card is offensive (Off) or defensive(Def). Cards without a listed phase can be used anytime (like Wish [FR/46]).

    Phase 4: Attack on erealmof anotherplayerOnce the realm is chosen, you cannot switch the attackto a different realm, even if you use a different champi-on. Ch amp ions for the attack can come from your handor pool. For more detai ls on attac king realms, see the

    chapter on Comba t.Phase5: U s espells,psionic powers, orbloodabilities and

    adjust hand si~cAt this point in the turn, it's no longer possible to placechampions in your

    pool,

    attach magical items, or per-form other actions done during phase 3 unless the cardwas obtained as a spoils of victory.

    A )

    Use any card allowed to be played in phase 5There must be a champion in your pool able to usethe spell, psionic power, or

    blood

    ability. Only t h e

    player whose turn it is can play cards in phase 5.

    B) Discard cards from your hand until only eightcards remain

    Some card powers may allow you to keep morecards in your hand.

    Phase 6: R a pon the table to en dyour turnThe player to the left of you may now take his turn.

    C A M I - '

    I ' I . A Y I d

    V i c t or y

    Thereare twowaysa S P E L L F I R E gamec anend.Themost commoni swhen someone has six realms in play and none of them are razed.He has built an empire. The first player to do this wins.

    The second way a game can end is when one of the players runsout of cards in his draw

    p i l e .

    That player is allowed to finish histurn,

    but the game ends when he raps (knocks to signal the end of histurn). The player with the most unrazed realms wins. If two or morepeople have the same number of

    unrazed

    realms, count the numberof

    r a z e d

    realms to break the tie. If further tie breakers are needed,count holdings. If this still results in a tie, the game is a draw.

    Two-Draw Mulligan

    If you have not played a realm and do not have a realm in your handthat can be played by the end of your second turn, stop the game andstart over. No one wins or loses. If you're calling for a mulligan, youmust have played any event cards that might give extra cards (andthus a chance to get a realm, such as Good Fortune

    [ 1 0 0 / 3 r d ] ),

    andyou must show your hand to prove that you have no realms. It ispossible for someone to draw a realm, but then be forced to discard itthroughcard play. Ifthis happens,you can s t i l l c a l l for a two-drawm u l l i g a nas long as you never got the chance to play a realm cardonto the table. If you have realms in your hand, but other

    p l a y e r s

    have them all in play, you can stil l declare a mull igan.A mull igan can only bed e c l a r e dby a single player twice. On the

    third m u l l i g a n ,you're forced to continue playing with the cardsyou've been dealt.

    Rule of the Cosmos

    Only one of each champion, arti fact , realm, or holding card can be inplay at once. While you have a specific champion, arti fact , realm, orholding in play, no other player can have that card in play. Fore x a m p l e ,

    if you have E l m i n s t e r

    (44/3rd) in your pool or in combat,no other Elminster cards can be brought into play. If a card's name

    and type are identical to one already in play, the Rule of the Cosmosprevents the second from being played. This restriction does notapply to all cards, only realms, artifacts, champions, and holdings.

    A razed realm is still considered in play, but its special powersdon't work. You may not put a realm into your formation if it is alsoin someone else's formation, even though it is razed.

    1 1 G A M I : I ' I . A V

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    The FormationAs realms arep l a y e d ,they form a triangle with itsbasefacing you (seediagr am at left). Your first realm played is the top of the triangle. Thesecond row must be f i l l ed before playing realms into your third row.

    If something forces a realm to be discarded, it's possible to havean empty spot in the lead position when there are realms in the sec-ond row, or an empty spot in the second row when there are realms inthe third row. You must pla y new realms into the empty spots beforeany other spot. For example, i frealmsA through E are filled, but Aand Bhave been discarded by spells or events, you have to lay downv o u rnext realm into position A. You cann ot lay it into position B or F.

    Each unrazed realm protects the two realms directly behind it byshielding them from attack. A realm cannot be attacked if it is behindano the r unrazed realm. A razed realm offers no protection. Realmsthat are exposed by a razedrealmcan be attacked normally.

    The Pool

    The pool is a place on the right side of your formation. Inphase 3 ofyour turn, you can put any number of champions into the pool fromyour hand. You may attach artifacts an d magic al items to thesechampions. These cards are considered to be in play but don't countagainst yo ur hand size limit. The cards in the pool stay there un tilthey are used in battle or until some thing forces the m to be discard-ed. Ifa champion is sent to the discard pile, or the Abyss,a llof his

    att ac hed ca rds are placed in the discard pile.

    LimboLimbo is a p l a c ethat cards are sometimes sent to, either throughcomb at or through the power of certain cards. It is to the righ t ofyour formation.

    A ll

    cards in Limbo are not considered to be in play. Ifa n o t h e r player brings an identical champion into hispool,the cham-pion in Limbo is sent to the discard pile when he returns. You can'tchoose to leave your champion in Limbo to avoid being discarded.

    If a champion is sent to Limbo because he was defeated in battle,his attached cards are discarded. If he is sent to Limbo for any otherreason, his itemsremain. If someone attaches an artifact to one of hischa mpi ons which is held by a champion of yours in Limbo, your arti-

    fact is discarded when the champi on returns from Limbo.I f you are allowed to draw cards from your discard pile, or shuf-

    fle cards back into your draw pile, cards in Limbo are neverincluded.

    TheAbyss

    The Abyss is a place where events are placed after they've been playedor discarded. I n addition, some

    s p e l l s ,

    realms, holdings, and othercards can h ur l cards into the Abyss. Once any card is banished to theAbyss, it can't be brought back , and it is ou t of the game for good.

    13 G A M E P L A Y

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    During phase 4 of the turn, you can attack an opponent's realm. Alla t t a c k s a g a i n s ta single realm are known as a battle; each championthat comes forward during the b a t t l e constitutes a single round ofcomb at. An atta ck follow s this sequence:

    a) Yon indicate which realm is being attacked.It must be a realm your champion is a b l eto attack, eitherbecause it's exposed or because the champion has some specialmovement power allowing him to attack it. You can choose to

    at tack anyotherplayer's realm. You mayneverattack your ownrealm. Once you've announced an a t t a c k ,phase 3 is over andonly phase 4 cards may be played.

    b) Yon select a champion from yourhand orpool and present it asthe attacking champion.You may not add any artifacts, magical items, or other cards tothe champion at this time. However, if the attacking championcame from your pool, he may already have some attached cards.

    c) Your opponentselects a champion from his hand or pool andpre sents it as the defending champ ion.The d e f e n d i n g player ma y not add any cards to the defendingchampion at this time.However, if the defender came from the

    player's pool, he may already have some attached cards. If heopts to put no defender forth, the realm is razed.

    d) The attacker's special power and attached cardsactivate

    first,

    followed by the defender's special power and attached cards.Refe r to the Order of Activa tion section,

    below,

    for the preciseorder that cards activate. If your attacker w ins the roun d of bat-t le through use of his special power, or that of an attached card( b efor e

    the defender gets to activate his special power), thedefender is discarded and that round is over.

    e) Compare the total levels of each side.Take into account any realm, holding, magical items, artifacts,events, spells, and so forth that affect the combat. The side with

    the largest total is winning. A tie means the defender is winning.0 The player that is losingc a nplay one card.

    Compare the total levels again. If he is still losing, he keeps play-ing cards one at a time until he is winning. Cardplay goes backan d forth l ike this until the player that is losing either cannot orw i l l not play another card. The round of combat is over. Thewinner does not have the option to play any more cards, no mat-ter how badly he may want to.

    C O M H A r 14

    g) The player with thehighest adjusted level ivinsthat round.The d e f e n d e r a l w a y swins ties.

    h ) Thewi nnerplaces his champion, with attached cards, into h is pool.You discard all allies ,spells,and othern o n p e r m a n e n tcards usedin the combat. The loser discards all the cards he used in thecombat, including his champion and all its attached cards.

    i) Th e players have now completed one round of battle.

    If your attacking champion won the rou nd, bu t the realm heattacked was not razed, you may select another champion andattack it again. You may not use the same champion to attack

    more than once in your turn. You must attack the same realm;your attackers cannot switch the attack to a dif fer ent r ealm.The defending player can likewise choose a new defender(but is never required to defend ). A defen ding championc a n -not deend for more than one round of battle (although somechampions can as their sepcial power).

    If your attacker l o s tor the defending realm was razed or dis-carded, the battle is over. You may not continue to attac k newrealms, even if you have champions l e f twho have notpartici-pated in battle this turn.

    j) After the battle is over, one of the players may be eligible todraiv

    spoils of victory.Spoils of victory is one card from winner's draw p i l e .The attackerdraws spoils of victory if the realm he was attacking was razed ordiscarded. The defender drawsspoilsof victory if an attackingcha mp ion was defeated in combat and discarde d (or sent to theAbyss or Limbo). The card can be held in your hand, playedimmediately, or put back on the top of the draw pile.

    The battle ends if the defender's realm is razed or discarded, orif one of the attacker's champions is defeated or discarded.However, there are some s p e c i a l circumstances. A l lpossible resultsfor a round of combat are listed below.

    If the defender defeats an attacking champion during a roundof combat, the battle is over. The attacker may not put forwardanother champion to continue the attack. The defender earnsspoils of victory if the atta ck in g champi on was discarded.

    " If the attacker wins a round by defeating the defending cham-pion, he can continue the attack. The victorious championretur ns to the attacker's pool and the player can bring forth adif fer ent cham pion that has not already been used in thisb a t t l eand start another round of combat against the same real m.

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    If the defender ever declines to defend the realm, the realm israzed and the battle is over. The attacker has won and earnsspoils of victory.

    If the attacker ever declines to put forward achampion,the bat-tle is over. Neither side haswon, and neither player gets spoilsof victory. The attacker is never required to continue an attack.

    If cardplay causes the attacked realm to be razed or discarded(such as by a Cataclysm! [99/3rd] event) during combat, thebattle is over. The attacking player gets spoils of victory. Bothchampions must be selected before combat is considered to

    have started. If cardp lay causes an attac king champion to be defea ted or dis-

    carded, the battle is over. The defending player gets spoils ofvictory. An example would be playing the Treasure (312/3rd)event while defending your realm against a monster champio n.

    Order of ActivationWhen the combat round begins, cards activate in a particular order.Most of the time, all of the attacker's cards activa te in the order thatthey were attached and it doesn't cause any questions to arise.Sometimes, however, the precise order that cards activate can beimpor tant. The list below details the exact order that cards ac tiva te.

    1) Rule cards2) Realm powers3) Holding powers4) Spells, psionic powers, and other cards

    in play before battle (in the order playe d)5) Powers that activ ate "before comba t"6) Attacking champion'sspecial power

    and any attached:a) artifacts*b) allies*c) magical i t e m s *d) blood ab i l i t i e s*

    e) thiefabilities*f) unar med combat cards*g) psionic power cards *h ) s p e l l s *

    7) Defending champion's special power andattached cards (same order as attacker).

    * Multiple sanif-ty fie cards

    ac t i v a te first in /

    h i gh i v t

    liwtti* modifier and

    Ihm

    alplin-

    betically

    (starting

    with the firstIdlerofthe card nam e ) . W hendetermining bonus,

    r im

    1

    only ti lenumber in the card's icon. Inthe case of cards with the samemiuut.

    and no bonuses, Icawvt card num be rg oesfirst.

    C O M B A T 1 6

    Icon AbilitiesMost card s ha ve some sort of s p e c i a l a b i l i t y that is bestowed uponthemb ytheirparticula r icon. Wizards, fo r instance, gain the a b i l i t yto castwizard spells, psionicists gain the ability to use psionic powercards, regents can use blood a b i l i t i e s , and so on. Any card thatremoves a champion's special power does not negate the champi-on's icon ability.

    CastingSpe l l sAl l spells are either offensive (meaning tha t they directly aff ec t the

    opposing card) or defensive(only affect the casting champion orother friendly cards). While some champions are immu ne to o ffe n-sives p e l l s ,very few are immune to defensive spells.

    Spells can be cast only in the phases listed on the card du ringyour turn, unless otherwise specified on the card. In a d d i t i o n , a l lspells must have a target. For example, you can't have your champi-on cast Dispel Magi c(346/358/3rd)if there is no spell or effe ct he isnegating by casting it

    Wall SpellsIf cardplay prevents an atta cki ng champion from continuing to fig ht,that champ ion is defeated but returns to its pool and the battle isover. Since the champion was not discarded, the defender does notget spoils of victory. Examples inc lud e the W a l lof Fire, Wall of Iron,Wall of Stone, Wall of Force, and Wall of Thorns spells.

    It's worth no ting that a f l y i n g or earth-walking champion can beseverely weakened by using any of the above spells, since he'sessentially trapped behind the w a l lwhere his non-flying a llies can'treach him. An attacking champion always has the opportunity toplay a single card th at w i l l e n a b l ehim to continue the battle (regard-less of current combat totals), such as the Fly sp ell .

    If cardplay prevents a defe nding c hampion from continuing tofight, that round of combat is over. The defending champion returnsto his pool. The attacking player may select a differ ent ch amp ionthat has not already been used in this battle and start another roundof combat against the same realm.

    W i s h SpellThe Wish spell is the most powerful spell in the game. It ignores allcards that state they are immune or otherwise unaffected by spells.R e g a r d l e s s of a champion's immunities or special powers, Wish canremove them from the game. Once cast, the s p c l l c a s t e ri s incapableof being used in a n y way, in clud ing the casting of further spells(including Spell Turning and Dispel Magic). Thus, if the Wish spell

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    C O M B A T

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    is turned back on its caster, another c h a m p i o n c a p a b l eof castingspells needs to cast a S p e l lTurning or Dispel Magic to save the origi-nal caster.

    The Wish spell is not ac o u n t e r - e f f e c tspell like Limited Wish; itcan't be used to negate most events. It can only be used to negate anevent with a s t a t e dduration (like events that last "until the player'sr i e x tturn"). It can't be used to stop events like Caravan orCataclysm since they take effect i n s t a n t l y .

    Instant-Defeat CardsCertain cards in the S P E L L F I R K game instantlydefeat other cardso f aspecific type. Examples include the Lovely Colleen's(22/lstChase)a b i l i t y to killmonsters, the Living Scroll's (408/3rd) ability to defeatheroes and clericsa u t o m a t i ca l l y ,and several others. Any time aninstant-win is indicated dur ing combat (phase 4), the player about tosuffer the defeat has the opportunity to play a single card in an effortto avoid defeat.I tmakes no differe nce who is wi nn in g or losing.

    Cards like the Chest of Many Things (which allows you tochange your champion into a different type of champion) can thusturn the tide of battle. The card played must change the condition ofdefeat (such as changing a champion from a monster to a hero).Cards can't be p l a y e dto go after the cause of the defeat (like playingShield of Wickedness to force the Noble D j i n na n a l l yto yourside of the battle). Events are accepta ble, since they can be played atanytime and are meant to act as counter-effect cards. For example:S t r a h d VonZarovich ( 1 0 0 / R L )is in combat and the Noble Djinni(84/3rd) is played against him. Since Strahd is a flyer, the ba tt lewould norm ally be over, butS t r a n d ' splayer uses the Airs hip(90/3rd) event to discard the Noble Djinni and continue the combat.

    Immunities

    A champion whose special abili ty grants him an i mmunity to anycard type is immune only to the offensive powers of that particulartype of card unless a defensive immunity is noted. For most cards,this is a simple matter of glancing at the card's notation (Off or Def)and making the necessary adjustment.

    Artifacts (and some magical items and other cards) complicatematters by granting their attached champion an immunity or specialmovement powers in addition to the card's other special powers.When these i t e m sare used against a champion with an immuni ty,any l e v e lbonus gained from the item is lost, but any special move-ment power or immunity it grants remains. In short, if the power ora b i l i t yonly affects the user ( l i k e a movement power or an immuni-ty), it is n otnegated by an opposing champion's immunity.

    C O M B A T

    Ac h a m p i o n ' simm un iti es are always active, regardless of theorder in which cards activate (detailed above). A champi on immuneto offensive magical items is always immune to such items, regard-less of whether attacking or defending.

    Spoils ofV i c t o ryI fthe realm being you are attacking is razed or discarded duringcombat, you get to draw one card from your draw pile. This is trueeven ifcardplayother than combat causes the realm to be razed ordiscarded. This card may be played immediately, held in your hand,or placed back on the draw pile.

    If the attacker is defeated and discarded during combat, thedefender gets to draw one card from hi s draw pile. Once agai n, thisis true even if the defense itself did not cause the c ham pion to bediscarded, but some other cardplay.

    The spoils of victory card is special. It can be played immediatelywhen f i r s tdrawn, r e g a r d l e s sof the phase marked on the card. I ftheplayer decides to hold the card, or place it back on his draw pile, heloses his oppor tuni ty to use the card immediate ly. For exa mple : Aplayer draws B a g m i l ( 2 6 S / 3 r d )as his s p o i l s .Even though phase 3 islong over, B n g u a lmay be played into the pool. Realms drawn asspoils m ay be played immedi ately as well. Even spells, psionic pow-ers, blood abilities, etc. can be played out of phase as spoils of victory.

    Flyers , Swimmers, &E a r t l r w a l k e r sA flyi ng champion can attack any realm, regardless of its position. Ifit attacks a protected realm,a llalli es of that champi on must be ableto reach it (by being flyer s, swimmers, ore a r t h w a l k e r sthemselves).A champion's ability to fly, swim, orearthwalkis not automaticallyconferred to its allies. A swimming champion is able to att ack anyrealm that shows a coastline , even if it is in the back of a for matio n.Realms t hat don't showc o a s t l i n e scan be attacked by swimmersif they're exposed (such as in the A position). Rivers and pondsdon't count.

    Ane a r t h w a l k i n gchampion can move underground to reachrealms that are otherwise protected. Earthwalking is a special power

    that allows that champion to attack any realm not specifically pro-tected against ear thwalkers or limited by champion type (such as apower that "only clerics can attack" or "only swimmers may attack").

    If a champion with one of these special a b i l i t i e s a t t a c k sa realm,any ally that joins him must also be able to get to the realm; a cham-pion's special movement abilities do not automa tica lly trans fer tohis allies. Any type of champion and ally can defend against flyers,swimmers, and earthwalkers.

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    Aflyer cannot choose to not fly, nor can a swimmer choose tonot swim, or an e a r t h w a l k e rchoose not to e a r t h w a l k . If a realm can-not be attacked by a flyer, a ch ampion desi gnated as a flyer cannotattack it, even if the realm is exposed and he need not fly to get toit. The same is true for swimmers, earthwalkers, or any otherchampions of this type.

    Special Powers & Conflicts

    Many realms, champions, and allies have special combat powers.These take affect only when tha t card is involved in a round of batt le,unless the card states otherwise. Realm and hold ing powers take affect

    when that realm is the target of attack, unless otherwise specified.O c c a s i o n a l l y there is adirectconflictofpowers,whereo ne a b i l i t y

    completely contradicts the other. In most cases, careful thought canfig ure out what the results should be. If no solution presents itself,the first card pla yed gets to use its power first. In the case of cham pi-ons in combat, the attacker gets first use since he is pushed forw ardinto comba t first. The same is true of the attac hed mag ical items andartifacts that are brought into combat from the player's pool.

    For example, you attack a realm with the Lovely Colleen(22/lstChase). The defender puts forwa rd the Living Scroll( 4 08/3rd) .Colleenimm edi ate ly destroys any monster champ ion. The Living scrollsimmediately defeats any hero. However, since Colleen was put in theba tt le first, you get the first use of your power and win the round of

    ba ttl e. For more informat ion, refer to the Order ofA c t i v a t i onsection.

    Counter-Effect CardsThe standard rule for the S P E L L F I R E gamei s that the effects ofcardsplayed take place in the order which they're played. In other words,when a card is played, a llof its effects are dealt with before the nextcard can be played.

    There is one notable exception to this rule. Some cards, such asCalm (400/3rd), are specifically designed to be coun ter-effect cards.When a coun ter- effe ct card is played, it negates the effects of a cardthat was played before it. In all cases, it must be the next cardplayed by the affected player. For example, if you lay down a

    Cataclysm! (99/3rd) event, the realm you target is discarded.However, t h e C a l mevent can negate the Cataclysm!

    I f

    the targetedplay er plays an y other card before he reacts with a C a l mor similarcard, the Cataclysm! is not negated.

    CO M H A T 20

    Once-Per-Turn

    Items

    Any i t e m/power/ a b i l i t ythat can be used once per turn is e l i g i b l efor use from phase 3 of your current turn until phase 3 of your nextnormal turn (unless otherwise noted). Turns gained from theCaravan event or by razing Ancient K a l i d n a y don't count.

    Items that d u p l i c a t e the powers or abilities of another championor card must be selected during phase 3 of your current turn orimmediately when played (such as dur in g phase 4 of a battle whenthe item is playe d from the hand ). You can't wait for a battle tobegin, push a champion forward, and then decide on whosepower /ability to use.

    Duplicated Ev ents & SpellsSeveral magical items and artifacts can create duplicates of just-castspells or events (The B e l l of Might [FR Chase/18] is a good exam-ple.) Spells and even ts that are dup lic at es of just-played cards aretreated like real cards. They can be dis pel led , spell-turned , calmed ,or negated as usual. Treat each effect as a separate card for the pur-poses of coun ter-effect cards.

    Note: Each p layer can only duplicate a specific spell

    or event once, nomatter how many items he has in play that copy spells or events.

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    Optional r u l e sadd a differe nt twist to the game. They can be used ordisregarded at the whim of theplayers, but everyone must agree onwhich optional rules are to be used in a game. The decision mustcome before the players have selected their decks. Several of theserules require the use of counters or chips to keep track of ad dit io na llevels or cards un der the control of another player. Ru les ma rk edwit h an asterisk (* )o r eh igh ly recommended, so give them a try.

    A i d i n g

    the Attacker or Defender*

    For games with four or more p l a y e r s ,this variant adds excitementby giving all players the option of joining in a battle. Both the attack-er and the defender can request aid from other players, but playersoutside the battle can never force their aid on an u nwi lli ng attac keror defender. You can aid only one side or the other, never both.

    Con tribu ted a llie s and spells are discarded at the end of thecombat; magical items and artifacts are discarded o n l yif the cham-pion they are attached to is defeated.

    I f the winner of the battle is entitled to a spoils of victory, hisallies are likewise entitled to a free card. If this allows two players toplace down their sixth realm, both players share the victory.

    The Barbarian's Game*This variant causes a game to end only when a player has sixunrazed realms in his formation at the

    beginning

    of his turn (phase0). It's not possible to place seven realms in a formation (six is themaximum). When a player runs out of cards in his draw pile, hisdiscard pile is reshuffled and becomes a new draw pil e.

    Conqueror's GameIf you want a more aggressive game, this game is won by the firstplayer to have six realms in his formationandto haverazedthree

    other r e a l m son the board. As this is difficult to accomplish in ao n e - o n - o n u

    g a m e ,

    th is opt iona l rule is recommended only for multi-p l a y e rcontests.

    Whether or not the six realms in the your formation are razed isunimp ortant ; they can

    a l l

    be razed and you still win. Each time aplayer razes a r e a l m ,pu t a mar ker of some sort on that realm toi n d i c a t ewho razed it. Each marker should be unique to the player.Coins , dice, and poker chips make good mark ers. If the realm is everrebuilt or d i s c a r d e d ,the marker is returned to the player.

    O r n u N A .

    I \ u i . i - ; s 22

    D e s t r o y e d WorldsW h e n using this optional rule, realms that are utterly destroyed(sent to the discard pile from the formation) cannot be played againby anyone. This rule can also apply to any other card affected by theRule of theCosmos c h a m p i o n s ,hold ings, and ar tifacts. If thesecards are "destroyed" during the course of a game, their presencecan no longer make a d iffer ence in the struggle to build six realms.Realms (and other cards) are unique places in the S P E L L F I R E gameund er the Rule of theCosmos,and cannot be replaced.

    This rule doesn't affect cards that are discarded before ever

    being in play.

    Experience P o i n t Spoils

    When your champion is victorious in battle and the opposing cham-pion is discarded (or sent to theA b y s s ) , that champion gains addi-tional levels to hisbaselevel forthe victory. If yo ur champion's levelis less than hisopponent's, he gains levels equal to the d i f f e r e n c ei nthe two base levels. I fhis level is greater than his opponent's, hegains levelsequalto that of the opposing champion. Forexample,ifan atta ck er with a level of 4 defeats a defen der with a level of 10, theattacker's base level is increased by 6 levels. I fthe defender were towin the battle, then the vict or 's base level wo ul d be increased by 4.

    If a cham pio n is sent to the d iscard pile or the Abyss and thenreturned to the game, all experience points he earned previously arelost. If a champion is sent to Limbo, however, he returns to the gamewith any previously earned experience intact. You should considerusing counters or keeping track on paper the increased levels of allvictorious champions in play.

    Fear ofUndead*

    A n y u n d e a dch amp ion or ally of base level 4 or higher autom atic allyf r i g h t e n saway any opposing n o n u n d e a d allies of levels 1 or 2.Clerics and their allies are imm un e to this effect.

    Melon RuleI f you bring a ripe melon to the table, all other players draw onecard less at the start of each turn. The Melon Rule is not cum ula tive ;only one card can be lost each turn as the result of this rule. The per-son who brings the melon is not affected, but if two players bringmelons, a l l players (including the two who brought the m e l o n s )draw one fewer card each turn. (A mi ni mu m of one card must bedra wn each turn; there is noexception to this.)

    2 3 O P T I O N A L R U I . L S

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    Parallel Universes

    In especially large games (6 or more players),theRu le of theCosmos can restrict game play. The Parallel Universes optional rulea l l o w s up to two of the same champion, a r t i f a c t ,realm , or holding tobe in play at the same time.

    Questing

    During phase 2 of your turn you may turn face down a champion inyour pool. It must be a champion that is able to attack or defend onthat turn, not one impaired by an event or spell. This champion hasgone questing and can not be used to attack or defend un til yo urnext turn. During phase 2 of your next turn, discard the top cardfrom an oppo nent's dr aw deck. If the card is anything but a champ i-on, the card is discarded and the questing champion returns to itspool;it may not attack that turn. If the card is a champion, the quest-ing champion must face it in one-on-one combat. Neither can ac idanyc a r d s i nc lud ing even t s tothe battle. Judge the victor strictly bythe levels and the powers on the two cards, considering the questingchampion the attacker, his opponent the defender (who wins ties).

    Each player can send one champion questing each turn. Theadvantage of questing is that the player can force another player'scard to be discard ed before he ever gets to use it, as well as p o s s i b l yremoving an opposing champion from play.

    Treasure Spoils

    This optional rule expands on s p o i l so f victory. When a championdefeats an opponent in battle, any attached magical items and arti-factsh e l dby the defeated champion are transferred to the victor.This rule does not ap pl y to c hampio ns sent to Limbo or the Abyss.Artifact s and magical items must beableto be legally attached to thevict or (that is from the same world or being able to satisfy specialpower restrictions). Players should use counters or chips to keeptrack of which cards belong to whom.

    True V i c t o r y *

    This option ensures that you must win the game by having sixr e a l m s in a f orm atio n. Unde r this rule no one can win the game bytaking the last card from his draw pile. When a you run out of cardsyou i m m e d i a t e l yshuffleyourdiscardpiletoforma new drawpileand continue the game. C ards in the Abyss remain in the Abyss.

    World Bonuses*

    When a champion attacks or defend s a rea lm fr om the same wor ld,that champion's level increases by 3.

    O r n u N A i . R U L E S 2 4

    Alternative Deck SizesHI^ HFor S P E L L F I R E players wanting to try something reallydifferent, listedbeloware the deck construction rules for 75-card and 110-cardS P E L L F I R E decks.Due to the increased numberof cards, certain modi-fications need to be made to the basic S P E L L F I R E rules.Theserulesapply onlyf ord e c k sof 75 or 110 cards, and are not i nterchan geablew i t ht he sta nd ar d 55-card rules. In additio n, because the rules for 75-and 110-card decks differ for those of a 55-card f o r m a t ,a player withone type of deck should not play someone with another.

    The fo llowing are s pecific rules changes for these larger size decks:

    Cards Drawn:At the start of your turn draw more than threecards. 75-card decks draw 4 cards per turn, and 110-carddecks draw 5 cards per turn.

    Hand Size:Because more cards are drawn into your hand, thenumber of cards you can have at the end of your turn isincreased. For a 75-card deck, you may have a handsizeof upto 10 cards, and 110-card decks may have up to 12 cards at theend ofa turn.

    Realms:Because there are more cards in a deck, players canopt to change the basic wi nn in g conditions. The optional

    Barbarian's G amerules are recommended for a six-realm fo r-mation , forcing a player to defend his winning fo rma tion forat least one turn before being dec lared the winner.

    For 110-card decks you can also use a ten-realm formation forthe purposes ofv i c t o r y , given the fact that there are considerablymore realms inthis size deck. When using the ten-realm formation itis best not to use theBarbarian's Cameoptional rules.

    Special note: It is TSR policy that there willneverbe cardsbanned fromuse in ano f f ic ia l S P E L L F I R E tournament. We believe inthe skill and strategy of players to circumvent any particularlyobnoxiouscardsand in the knowledge that subsequent boosterswill make such potential game-breakers obsolete.

    25 A [ . T t - R N A T I V E DliCK SIZES

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    Alternative Card Deck Limitations

    75-CardDeckCard Type Card LimitR e a l m s

    1()

    _

    20

    H o l d i n g s

    Q _ V

    C h a m p i o n s * 3 - 2 7^J'

    ies

    any n u m b e rM a g i c a l items 0 _ - j 5

    A r t i f a c t s (}-\2E v e n t s Q _ _ ^W i z a r d spells any nu mb erC l e r i c spells any nu mbe r

    sionic powers a n ynumberUna rm ed comb at any numberb l o o d a b i l i t i e s a n y n u m b e rT h i e fskills any num berR u l e c a r d s 0_ 4

    Tota l liiiniiiwii

    h ' lv ls

    no/

    to c.viVrt/

    '1/5iwutx. Nate: On e

    tfitiltir

    iiimi be hit-tit, ,;

    a t IM

    t

    i , l , l i i i < > i i , i t cost, iv yml l cM oflhlevel.

    ITO-Card Deck^

    ar

    ^

    T

    yP

    e Card LimitR e a l m s 15-30Holdings

    0

    _i

    0

    Cham pio ns

    11

    " 4-40

    ~*~? any num berM a g i c a l i te m s 0_20A r t i f a c t s

    (W5

    e v e n t s Q _ - |

    7

    Wizard spell s a n ynumberCle ric spells any number1

    sionic powers any numbe r

    Una rmed combat any numberBlood abilities any numberT h i e f s k i ll s a n y n u m b e rRul e cards 0_

    5

    "tota lclimiiiw,, /, - ir/s m >t

    to

    exceed

    I.WtwiHt.

    Note: On e

    ava tar ,

    t

    ,\, be im l ude da t no mWitional cost, rcwrdles*of itslevel .

    A i . r i i K N A T i v i . O I T K S I / I . . S

    ->

    6

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    These powerful magical devices must be attached toa cham pion from the same world, unless otherwise stat-ed in the card's special powers. For e x a m p l e ,aF O R G O T T E N R E A L M S a r t i f a c t can onlybeplaced on aF O R G O T T E N

    R E A L M S c h a m p i o n . I t c o u l d no t b e p l ac ed ona D A R K

    SUN",

    D R A C ; O I M I . A . N < : I ' : , C K I ; Y I I A W K " ' , o r A D & D

    c h a m p i o n .

    Each ch ampi on can only have one artifact.Cards that affect magical items do not affect

    artifacts,

    unless artifacts are e x p l i c i t l y mentioned on the c a r d .

    Magical i t e m s

    and artifacts are always attached tochampions. Holdings are always attached to realms.There are other specific cards tha t are attached to ch am-pions and realms. Attached cards always stay together.If a cha mp ion goes into battle, he takes his attachedcards with him. The p l a y e rcannot choose to leave themin the pool to keep them safe. Attached cards can alsomean alli es, spells, and othe r cardsp l a y e dwith a cham-pion during the course of a battle. Only magical itemand artifacts return with a champion to the pool follow-ing combat (unless the champion was discarded).

    Avatars are the physical manifestations of gods in theS P E L L F I R Egame. Avatarscan be any champion type andare designated as being anavatarin the champio n'sspecial powers. Avatars are not played into a pool l i k enor mal champ ions. To bring an avatar into play, otherS P H L L R R I ; cards haveto bediscarded;whattypesofcards are discarded depends on the indi vid ual av at ar .These champions tend to be higher in level than nor-mal champions.

    The base level of an individual card is the numberinside the icon, before any adj ust me nt. M any ca rdsa f f e c ta champion's baseor id justedlevel. Ifaspecialpower does not specifybaseoradjustedlevel, it is con-sidered to be

    adjusted.

    This term refers to an attack upon a single realm duringthe current player's phase 4. A bat tle m ay last severalrounds, using new champions. In each round twochampions face off, one from each player. A battle isover when the defending realm israzedor destroyed,when an attacking cham pio n is defeated, or when theattacker decides to discontinue his attack.

    This card type can be used by any regent champion aspart of their icon abilities, as we ll as other champio nswhose special powers indicate they can use blood abili-ties. Blood abilities are either offensive or defensive,and are used si m il ar ly as spells. These cards have acrown icon, and are pale gold in color.

    The caster is the champion (not player) who cast a spe-cific wizard or cleric s p e l l . Unless otherwise specified,spells that areturnedare sent back to the casting cham -

    pion. Also referred to as spcllcaster.

    Acard with a hero, wizard, cleric, psionicist, regent,thief, or monster icon in the upper left corner is a cham-pion. Unless a special power says otherwise, only acham pio n can attack or defend a player's realms.

    These champions can cast cleric spells. The clericchampion icon and cleric spell icon are the same, butare different colors. The champion icon is purple, whilethe spell icon is pale gold.

    Coastis a desi gnati on for realm s that have an ocean orsea somewhere in the ill ust rat ion . Coastal realms can beattacked by sw imm ing champions and allies regardlessof the realm's position in an op ponen t's formation. Thisalso includes realms with pictures instead of maps thatdep ict water, such as Doc's Island (5/RR ).

    I n d i v i d u a l

    e n t r i e s i n this guideo f S P E L L F I R E realms indicatewhet her they can be attacked by champions and allie swith the swimming special power.

    A champion isconsidered d e f ea t ed if he is forced to bediscarded from battle through card play or his level islower than his opponent's and his owner cannot or willnot play cards to increase his level. Unless a champion'sspecialpowersaysotherwise, defeatedchampionsaresent to the owning pl aye r's discard pile along with anyattac hed cards.

    Ma gi ca l items, spells, unarmed combat cards,p s i o n i c

    power cards, thief skil ls, and blood ab iliti es can havea defensive designation. Defensive cards affect thecard'suser,and not an opponent. Unless otherwisespec ified , opponents are not immune to the effects ofdefensive cards .

    2

    L

    > G L O S S A R Y or T I ; K M S

    G L O S S A RY O F T K R M H 8

    Attached

    C a r d s

    Avatars

    Base Level

    B a t t l e

    A r t i f a c t sBloodAbilities

    Caster

    Champion

    Clerics

    Coast

    Defeated

    Defensive

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    S F E L L F I R E cards are discarded as a resulto fbeingdefeat-ed in batt le, or by another card's special powers duringother phases of the

    game

    s u c has spells cast into anopponent's pool. Unless otherwise stated, cards that arediscardedgo to a player's discard pile. Discarded cardsare always sent to their owner's discard pile even ifthey were being used by another player via a card'sspecialpowers. Other phrases in the

    S P E L L F I R K

    gamethat mean the same as discarded arekilled, szva l lozved,devoured, or s la in .

    When a card is discarded as a result of combat oranother card's special powers, it is placed in t hat p lay -er's discard pile. Several cards in the game can cause adiscard pile to be reshuffled into that player's drawpile, or allow a card to be drawn from here during thecourse of the game. This stack of cards is not to be con-fused with the Abyss.

    Champions and allies designated asdragonsgainbonuses or penalties based on other card's special pow-ers. Most dragons are monster champions, though theycan be any champion type.

    This is the stack of cards from which a player draws histhree cards at the beginning of his turn. When a playerpicks the last card from his draw deck, the game is overand the player with the most realm in play is the win-ner. Also referred to as draw deck.

    Champions and allies designated asdwarvesgainbonuses or penalties based on other cards' special pow-ers. Most dwarves are hero champions. Cards designat-ed as being

    diiergar

    are also dwarves .

    A champion with the earthwalking ability can travelunder the ground to attack any realm in a player's

    formation. Normally a realm can only be attacked if itis exposed. Earthwalkers cannot attack realms thatspecifically state that they are immune to earthwalkersor that earthwalkers cannot attack. Earthwalkerscannot attack realms that specify that only other typesof champions may attack (such as "Can only beattacked by clerics," or "Can only be attacked by flyersor swimmers").

    Champions and a l l i e sdesignated aselvesgain bonusesor penalties based on other card's special powers. Elvescan be of any championtype,though most are eitherheroes or wizards. Any cards previously designated ashalf-elves are now considered to be elves. Cards that areconsidered elves are not also e lf

    (draw).

    Elf(draw) champions and allies are considered to be bothel/ and

    elf(drow)

    for the purposes of card play. Championsand allies designated as

    e lf

    (draw)gain bonuses or p e n a l -

    ties based on other cards' special powers.

    These cards can be played at any time, unless a specifictime to play the event is stated on the card. Each has aspecial power that takes effect immediately. Onceplayed, an event card is placed in the Abyss and cannotbe played again.

    The foremost realm is the only one a champion canattack if he's not a flyer, swimmer, e a r t h w a l k e r , or hassome other special power. As a player's realms getrazed and

    f l i p p e d

    over, the ones behind becomeexposed and can be attacked. L nthe pyramid shape ofthe f o r m a t i o n ,each realm in the middle row protectstwo realms in the last row. The center realm in the lastrow is protected by both realms in the middle row.

    Championso rallies witht he a b i l i t y to fly can attackany realm, regardless of its position, by flying overintervening realms. If a card does not specify that it's aflyer, it is not,even if thep ic tureshows i v ingsor the nameof the card implies the ability

    to

    fly. Flyers cannot attackrealms thats p e c i f i c a l l ystate that they are immune toflyers or that flyers cannot attack.

    The pattern of realm cards on the table is called the for-mation. The standard formation is a six-card pyramid

    with the base facing the owning player.

    Champions and allies designatedasgnomesgain bonusesor penalties based on. other cards' powers. Most gnom.esare heroes, though they can be of any champion type.

    Champions and allies designated ash alf l ingsgainbonuses or penalt ies based on other cards' special pow-ers. Most halflings are heroes, though they can be ofany champion type.

    Kender

    champions are alsohalflings.

    31 O . O S S A K Y C H - T l ' K M Si H S S A K Y or T K KM S 30

    Discarded

    DiscardPile

    Dragon

    Draw Pile

    Dwarf

    E a r th -

    walk ing

    ExposedRealm

    Flyers

    Formation

    Gnome

    Halfling

    E lf

    El f

    (Drow)

    Events

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    Harmfulis a designation for event cards that have detri-mental e f f e c t sto one or more players in thegame.These types of events can be negated through the use ofCalm(400/3rd),or any other card whose special powernegates harmful events.

    Helpful isa designation for event cards that have benefi-cial effects for one or more players in the game. Thesetypes of events cannot be negated through the use ofCalm (400/3rd),though they can be by other cards

    whose special powers negate helpful or all events.This type of champion can lead allies, but

    u s u a l l y

    cannot cast spells unless a s p e c i a lpowerstates other-wise. They can use magicalitems,artifacts,andunarmed combat cards specifically designed forhero champions.

    A holding is attached to a realm dur ing phase 2 of aplayer's turn. A holding must be from the same worldas the realm it is attached to, unless otherwise stated byaspecial power.Forexample,a DARK S ur \holdingcanonly be placed on a DARK

    S U . N

    realm. I t

    could not beplacedon a DRAGONLANCE, FORGOTTEN REALMS,AD&D,

    or R A V E N L O F T realm. Inmost cases thepowerof theholding can only be used when the realm it's attachedto is being attacked.

    The icon is the symbol in the upper l e f t h a n dcorner of acard, designating the typeof

    S P E L L F I R E

    card. Within theicon are the level or levelbonusesthe card possesses,ifany.

    S P E L L F I R E cards with animmunity cannotb e a f f ec t ed bya specific type of card or card effect. Cards immune tooffensive spells are immune to both offensive wizardandcleric spells; cards immune to psionics are immune

    to psionic power cardsandthe offensive psionic specialpowers ofchampions,etc.

    This term refers to cards that are on the table, but notthose in the player's hand, discard pile, Limbo, or theAbyss. Cards in the pool, realms and h o l d i n g sin for-mation, and any card being used in abattle is consid-ered in play. Even r a z e drealms are considered in play.Cards with a duration of effect are placed on the tableand are considered to be in play.

    Cards temporarily removed from play by anothercard's specialpowers,but not discarded or sent to theAbyss, are instead sent to Limbo. Cards in Limboreturn to play at the end of their player's next turn. Ifan opponent puts a champion or realm into play that iscurrently in Limbo, the Rule of the Cosmos discards thecard in Limbo when it returns to play.

    These devices have inherent m a g i c a lpowers. They areattached to a champion. A champion can carry any

    number of magical items. (Ar tifacts are not consideredmagical items.) Each magical item lists whether it isdefensive (only affects the wielder's s i d e } or offensive(affects the opposing side). All of a champion's magicalitems are used when attacking or defending a realm(unless otherwise indicated ).

    Mostnonhumanchampions are considered monsters,Monsters can use magical items and arti fac ts nor mal ly ,in addition to whatever other special powers theypossess.

    Magical items, spells, unarmed combat cards,b l o o da b i l i t i e s ,

    and thief skills can have an offensive designa-tion. Offensive special powers directly affect the oppo-nent. Unlike defensivecards,many opposing champ i-ons, allies, and magical item are immune to the affectsof some offensive cards.

    Champions, magical items, and artifacts that have beenput in play are kept in the pool. When a championattacks or defends, it is not considered to be in the pool.Cards in the pool cannot be returned to the player'shand, except as a result of a card's special power. Thecards in the pool do not count against theplayer'shandsize limit. A player can have any number of championsin his pool. A player with no realms (including razedones) must discard his entire pool at the end of the cur-rent player's turn. Cards are typically played into aplayer's pool during phase 3 of their turn.

    33 (.1LOSSA M Y O I ' T l ' R M S

    and are considered to be in play.

    G L O S S A R Y O F T E R M S ^2

    Harmful

    e l p f u l

    Heroes

    Holdings

    Icon

    Immunity

    In Play

    O f f e n s i v e

    Pool

    Limbo

    MagicalI t e m s

    Monsters

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    Psionic power cards are usable byp s i o n i c i s t c h a m p i o n sas part of thei r champion's icon ability (the s a m ew aya wizard is able to usewizardspells). Power cards canalso be used by other champion types that specificallyindicate they can usethem,or being granted by anothercard'sspecial powers. Like spoils, p s i o n i cpower cardsare either offensive or defensive and can be canceled byother cards' special powers.

    This champion type is a b l eto use psionic power cards

    as part of the champion's icon ability (the same waytha t a regent is able to use blood abili ties). Psi onicistsmay also have a special power that is either offensiveor defensive (see individual card entries) that can ben e g a t e d by thespecial powersofother S P E L L F I R I ;cards.Psionicists can also use allies, magical items, artif act sof the same world, and other cards (such as spells)depending on their special powers.

    This is the frequency ofthecards in distribution. Thefour types of rarity are Common, Uncommon, Rare,andChase. Chase cards are the r a r e s to f S P E L L H R E cards.If a card's rarity is referred to as "Realm," this indicatesthat it's a Common card.

    When a champion attacks a realm and the defendingplay er does not put forward a cha mp ion to defend it,the r e a l m is r a z e d .The realm card is turned upsidedown, but remains in the formation. The powers of therealm no longer function. Any h o l d i n g s(or other card s)attached to the r e a l mare discarded. Razed realms arediscarded when a new realm is played in that portionof the form ati on. D uring phase 2 of a player's turn hecan discard 3 cards from his hand to rebuild a m/edrealm instead of playing one from his hand.

    Typically a kingdom, na tion, or empire, realms areplaced in the player's formation. Realm cards are theonly cards that face horizontally rather than x ' e r t i c a l l yUnless otherwise stated in a card's special powers, thepowers of a realm can only be used when t h e r e a l mis being attacked. Realms arc played into a formationfacing the opponent so he can read the realm'sspecial powers.

    This champion type was introduced in the B I R T H R I G H Tbooster pack and is able to use blood ability cards aspart of the champion type's a b i l i t i e s(the same way thata cleric is able to use cleric spells). Regents can also useallies, magical items, artifacts of the same world, andany other cards allowable by their special powers.

    A round is a single combat of champion vs. champion,one the attacker and the other a defender. It mayincludeany number of

    spells,

    allies, and magical items.

    A battle frequently lasts multiple rounds.Rule cards are played at the beginning of a player'sturn (phase 0), before he draws his three cards. Thesecards change the rules of the game based on thedescription on the card. This change affec ts all pl ayersfor as long as the card is in play. If another player putsa rule card into play, the previous one is discarded.

    Mostcardsin the S P E L L F I R E gamehavespecialpowers,which can found in the card's text box. Special powerstake effect whenever a card is used during the game or isthe target of another card's special powers. When a card'sspecial powers take effect is based on the card's type andcan be found on the Order of Activation list (page 16).Another term for special powers is special abilities.

    Wizards and clerics can cast spells as part of theirchampion's icon ability. Wizards only cast wizard

    s p e l l s

    and clerics only cast cleric spells. The spell icon is thesame shape as the champion that can cast it, but is apale gold color. Each spell lists whether it is defensive( D e f o n l yaffects the casting side) or offensive (Off aff ect s the opposing side). It has nothing to do withwho is attacking or defending. Offensive spells can beused when attacking or defending a realm, as candefensivespells.Each spell also lists what phase of ap l a y e r ' s tu rn it can be cast (for example, Off /4) . Phase 3is before a battle, phase 4 is during combat, and phase 5is after a battle. Only the current player can cast spellsin phase 3 or 5. The attacker and defender can both castspells in step 4. There are also spells that can be cast atany time as long as there is a champion in thepool ableto cast the spell. These spells either do not have a l i s t e dphase,or st ate in their description that they can be castany time.

    35 Cl .OSSARY O l;

    T l ' R M S

    L O S S R Y or T K K M S 3 4

    Psionicower

    Cards

    Psionicists

    Rarity

    RazedRealm

    Realms

    Round

    Rule Cards

    SpecialPower

    Spells

    Regents

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    Certain magical items are designa ted as being aswordin the card's special power box. Such mag ica l itemsgain bonuses based on other cards' special powers,such as a champion who gets additional levels whenusing asivord.Magical items that areswordsarealso weapons.

    A sw im mi ng cham pion or ally can attack any realm inan opponent's for mat ion that shows a coastline in its

    picture. For example, Raven's Bluff(11/3rd)shows acoastl ine in the picture, and thus is vulnerable to swim-mers. This also includes realms wi th pic tures instead ofmaps that depict coasts, such as Doc's Island ( 5 / R R ) .Individualentrieso f S P E L L F I R E realm s indicate whetherthey can be attacked by swim ming c ham pio ns or allies.

    This type of champion can use thief skill cards as p artof the champion's icon ability (the same way a cleric isable to use cleric s p e l l s ) .T hieves can also use allies,m a g i c a l items, artifacts of the same world, and anyother cards

    a l l o w a b l e

    by their special powers.

    These cards can be used by thief champions as part ofthe cham pio n's icon ability (the same way that a psioni-cist is able to use psionic power cards). Thief skills areeither offensive or defensive and are usable only du rin ga certa in phase of a player's turn (for example, Off/3 orDef/4 ). These cards can also be used by other cham pi-on types whose special powers designate they can uset h ie f ski l l s .

    Se e World.

    The champion type that can use this kind of card isdesignated in the card's special powers, but are

    generally heroes, dragons, or undead. Certain unarmedcombat cards can be usedby any typeo f S P E L L F I R Echam pion . These cards are either offensi ve or defensiveand are generally used dur in g phase 4.

    Undead are a special kind of champion or ally, desig-nated in a card's text box. Unless the card says"un dea d," it is not unde ad, even if the picture or nameof the card seems to indicate otherwise.

    This is the champion (not the player) who uses a p s i o n -icpower, unarmed combat, t h i e f s k i l l , orblood a b i l i t ycard. Unless otherwise specified, such cards th at areturned are sent back to the using champion.

    Certain magical items are designated as being a weaponin either the card's special powers or in the

    b l u e l i n e

    corrections in this book. Such magical items gain addi-tion bonuses based on other cards' special powers, such

    as a champion who gains additional levels when usingaweapon.Magic al items that areswordsare also consid-ered to be weapons.

    These champio ns can cast wizard spells. The wizardchampion icon and wizard spell icon are the same sym-bols, but di ffer ent colors. The champion icon is pink ,while the spell icon is pale g o l d .

    This refers to the origin of arealm,holding, champion,or artifact. It is noted by a logo on the card, right besidethe card's name. A logo at the bottom of the card by t he

    card numb er refers to the publishing set, not the world,and has no affect on determining which cards can beattached. Artifacts can only be

    p l a c e d

    on championsfrom the same world. Holdings can only be placed onrealms from the same w orld. The AD&D logo is aworld all its own. It is not generic and thus not a part oft h e F O R G O T T E N R E A L M S , D A R K S U N , G R E Y H A W K ,B I R T H R I G H T ,or anyother world.AnAD&D championcan only have AD&D artifacts attached to it. An AD&Dholding can only be attached to an AD&D realm.

    3 7 G L O S S A R Y oi

    ;

    T K K M S

    G L O S S A R Y

    O F T E R M S

    3 6

    User

    Weapon

    Wizards

    U n d e a d

    Trademark

    UnarmedCombat

    Cards

    Thief Skills

    Thieves

    Sword

    Swimmers

    World

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    As of thecreation ofthis productthereare 13types of S P E L L F I R Ecards: r e a l m s ,holdings, rule cards, events, champions, magicalitems, artifacts, allies, spells (both w i z a r d& c l er ic ) , p s i o n i cpowercards, unarmed combat cards, blood abilities, and thief skills. Eachof these cards is played diffe rent ly du ri ng the course of a game, andthe interaction between these cards is what allows a player to winany individual game. To determine how many of each type of cardis allowed in a deck, refer to The Deck on page 8.

    Realms

    R e a l m s represent places that are loyal to you. They are the focus ofattacks by opposing players, and your first line of defense. Eachrea lm is a kingdo m, nat ion, city-state, or empire found in one ofTS R ' s

    A D & Drole -playi ng worlds. Du rin g phase 2, you may playone new realm. This new realm isplayed into the foremost emptyspace in the your formation or on top of a razed realm (which isthen discarded); it cannot replace an active (face-up) realm.

    Empty places in the formation must be filled in a particular

    order. The tip of the pyramid (card A, see Formation on page 13)must have a card, even if it is razed, before p l a y i n gone in the mid-dle(cards B and C) orlastrow (cards D, E, and F). The middle rowmust ha ve cards in both of its positions before a card can be playedin the last row. It doesn't matter which card in a particular row isplayed first.

    If you have no realms on the table, razed or unrazed, all champi-ons in your pool are discarded at the end of the current turn. If youearn spoils of victory {seebelow) and draw a realm you can saveyour champions from being discarded as long as you can play therealm into your formation.

    In the formation diagram, realm A protects realms B and C. If Ais razed, B and C can be atta cked. If A and B are razed, C and D can

    be attacked. Realms E and F are still protected. A realm retains itsposition in the formation even if other realms are discarded. Forexample, if realms A, B, and C are all discarded, realms D, E, and Fdo not move up to fill the empty spots.

    Realm Champions

    Some realms (and holdings) can defend themselves as champions ofa certain type. For example, Malatra, The Living Jungle(432/3rd)states that it can defend itself as a level 6 monster. These realms candefend without the aid of a champion from your pool or hand, as

    C A R D BA S ICS 3,s

    the realm (or attached holding) provides the champion. If the realmdoes not declare the type of champion (stating champion instead ofa specific champion type), it is considered to be a hero. Allies areplayednormally with a realm champion, as are s p e l l s b u tonly ifthe realm or its attached holding can cast spells or grants a defenderthe ability to do so. Real ms tha t arc considered to be heroes can useu n a r m e d combat cards that can only be used by heroes. Realmchampions can only be used during a round of battle; they serve noother purpose outside of phase 4.

    The bad thing about using this special power is that magicalitems and a r t i f a c t scannot be played with realm

    c h a m p i o n s ,

    unless

    specifically mentioned in the realm's special power. In addition, if arealm (or attached holdin g) cha mpi on is defeated during a round ofbat tle, tha t realm is razed and the attacker gains a spoils of victory.

    ^ a z e d RealmsI I a r e a l m isra/ed it is turned face down in your formation. It is notremoved from its position in the formation or discarded. If a holdingis attached to that realm, it is discarded when the realm is razed.During phase 2, you may replace a ra / . edrealm with a new one. Therazed realm is then discarded. Real ms can be razed as a result of

    combat, or thr ough the use ofs p e l l s ,events, or ot her cards' specialpowers specifically designed to raze opponents' realms.

    Once a realm has been razed, any s p e c i a l power the realmprovided for the owning player is eliminated. A razed realm can ber e b u i l t ( H i p p e d

    back up) if you discard three cards from your handduring phase 2. You may rebuild only one realm each turn, and bydoing so you forfeit playing a new realm from your hand. When therebui lt realm is flipped bac k over, its special power is reactiva tedand holdings can once again bea t t a c h e d andit can once againbe attacked by opponents.

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    realm.There are some holdings that can be attached to any realm,and this is specifically stated in the special powers of individualholdings

    suchas with the Keep of the Dead (64/AR). The powersof most holdings only take affect when the attached realm isattacked, though the special powers of some holdings are alwaysactive,such as Keep on the Borderlands ( 1 9 / R R ) .

    Only one holding can be attached toeachrealm. Once attachedto a r e a l m ,a holding cannot be moved to another realm or removedv o l u n t a r i l yunless through another card's special power. If the realm

    is razed, the attached holding is discarded(unlessotherwise statedby the holding's special power). Ah o l d i n gcannot be attackedseparately from the attached realm, or vice versa. A holding is notconsidered a "coast" for the purposes ofswimmers,even if there iswater found in the picture.

    Rule Cards

    A rule card is played at the beginning of your turn, before you drawyour cards for that turn. While a rule card is in play, it changes theb a s i crules of thegame a f f e c t i n geveryone. A rule card is discardedwhen another rule card isplayed; only one rule card can be in playat atime,no matter how many players there are in the game. When

    put into play, a rule card is placed at the top of that your formationfor all opponents to see.

    As soon as another rule card is played, the one in play must be dis-carded. Rule cards can also be discarded through the use of some card'sspecialpowers,such as with Wish(46/FR)orEllorelloran(93/UD).

    Events

    M o s tevent cards can be played at any time, even during anotherplayer's turn. Those that cannot be played at any time state specifi-c a l l y in the card's special power when it can be played. In general,events take effect in the order that they arep l a y e d . Ifanother playeris drawing a card from his hand to play, it isconsidered rude toquickly whip out an event before he can finishp l a y i n ghis card.

    Event cards are considered to be either harmful or helpful. A harm-fulevent can be countered for a particular player by the Calm

    ( 4 0 0 / 3 r d )event or by discardingD e l s e n o r a(10/lstChase) from hishand or pool. Events can be negated completely by cards such asLimited Wish (43/FR) and Intercession (48/RR), or by discarding thechampion Helm (89/FR) from his pool. A Wish (43/FR) can onlynegate an event that has a duration stated on the card and is "inplay"; it can't typically be used like Limited Wish.

    Event cards are placed in the Abyss w h e ndiscarded. With the

    C A R D

    BASICS 40

    e x c e p t i o nof Karlott the Shaman (63/3rd), events can never bereturned to your hand. Some cards allow you to reshuffle your dis-card pile into your draw pile. Since event cards are in the Abyss, thishas no affect on them.

    During the first turn of play, no player can play The Caravan(319/3rd) event togain an additional turn. After everyone has had theirfirst turn, this event can be played normally.

    Event PauseThe moment an event is played, the event-player must give allo p p o n e n t s an opportunity to take one of the following actions:

    Negate theeventLimited Wish (43/FR), Intercession(48/RR), Helm (89/FR)

    Duplicate theevent B e l lof Might ( 1 8 / F RChase), Onad theWeasel (6/AR)*

    Calm the event (for thatp l a y e r )C a l m(400/3rd), Delsenora(10/lst C h a s e ) * *

    * A n e v e n t t h a t ha s b e e n negated cannot be d u p l i c a t e d b v use of Onad the W e a s e l ,

    th e B e l l o f M i g h t , o r s i m i l a r c a r d s .

    "'"'The d e c i s i o n t o C a l m o r n e g a t e a n e v e n t b e g i n s c l o c k w i s e f r o m t h e e v e n t - p l a y e r .Once t h e p l a y e rh as beenpassed, hecan'tchoose l a t e rt o negateo rCalm an event; he

    s u f f e r s th e e f f e c t s o f i i .

    Once an event has been played, the first action a player doesmust apply to the event or the event occurs normally. For example,if you have the Bell of Might in your pool and an opponent plays aCataclysm! (99/3rd) event, you can either choose to Calm, negate, orduplicate the event against someone else. You can't do more thanone; you're only entitled to a single action.

    Events and Calm

    An event that is Calmed by one player still exists for other players if it

    af f ec t s everyone in the game. For example, if you Calm the BronzeD r a g o n s (9 7 / D L )event, then the event has no influence on you; how-ever, the Bronze Dragons still prevent other players from attacking.

    Champions

    Thereareseven typeso fchampions in the S P E L L F I R E game: heroes,wizards, clerics, psionicists, regents, thieves, andmonsters eachdepicted with an icon in the upper left corner of the card (see Icons,page 7). With the exception ofr e a l m s ,champions are the mosti m p o r t a n t cards in the game. Champions are able to attack and

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    of another card's special powers, such as the Ego Coin (419/3rd).There are also artifacts that can only be attached certain championtypes, such as Tenser's Crystal Ball ( 68/RR ). There are a few rarear ti fa ct s tha t can be attached to any champion in theg a m e .

    M a g ic a l Items

    All magi cal items have (O ff) or (Def) at the bottom of their descrip-tion; artifacts do not. This stands for o f f e n s i v e and defensive. Offensive

    magic al items are assumed to be directly affecti ng opposing champ i-ons, either in combat or while in their owners' pool. Defensive m agi -cal items are assumed to be affecting only the a t t a c h e d champion andhave no influence over an opposing champ ion in b a t t l eor otherwise.

    Champ ions that are immune to magical items are generally onlyimmune to offensivemagical items. There are rarecaseswhere achampion is immune toallor defensivemagical items, which meansth at the level bonuses are ignored (but no t the special power, sincethey do not affect an opponent durin g a round of battle). Bothoffensive and defensive magical items can be used when a t t a c k i n gor defending. The terms have nothing to do with which side of thebattle a champion is on.

    ArtifactsArti fact s are more pow erful versions ofm a g i c a litems and are nei-ther offensive nor defensive. Either a champion (or player) isimmun e to artifacts, or he isn't. Ar tif act s have vast and varied pow-ers, affecting indiv idual champions, all champ ions in a pool, alteringthe conditions of a bat tle, or even all of the above. Art ifa cts are sopowerful that they come before magical items on the Order ofActivation (see page 16).

    Opposing champions that are immune to artifacts are able toignore any special powers that would directly affect them, such asthe item's level bonus. If the special power of an artifa ct only a ffec tsthe attached champion or his attachments, another card's immunity

    to artifacts would not negate that effect. An example would be thespecial power of the Death Rock (2/A R Chase), which only affectsthe attached champion and any allies played with h im. On the otherhan d, a champion immun e to artif acts would be able to totallyignore the level bonus and special powers of Barab's Goblet ofDissolution (5/AR Chase).

    Allies

    Alliesare the commontroopsof the S P E L L F I R E game,addin