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    Spellfire: Master the Magic andall of its cards are copyrighted by TSR.

    This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo. 1

    SPELLFIRE: Master the MagicFirst Edition Printing

    This card list is copyrighted, but may be distributed freely in unmodified form at no more than cost of duplication.It is an original work with paraphrased card descriptions provided to assist players and collectors.

    It is not approved by TSR, but it should not violate the rights and protection that they are entitled to.

    Comments, questions and other issues can be directed to the author at: [email protected]

    Key: (50,192,000 total print run size)

    of 25 cards are shown in bold underlined text. ( 1 ,425,600 == 57,024 of each of 25 cards)

    Rare cards are shown in bold text. ( 5,504,000 == 53,440 of each of 100 cards)

    Uncommon cards are shown in italicized text. (11,168,000 == 111,680 of each of 100 cards)

    Realm cards are shown in underlined text. ( 5 ,344,000 == 110,080 of each of 50 cards)Common cards are shown in normal text. (26,750,400 == 178,336 of each of 150 cards)[Global] is used to indicate an effect which exists as long as a card is in play as opposed to when it is involved in a battle.

    The First Edition cards can be identified by the First Edition text on the card back and the of 400 or of 25 next to the card number.

    The Realm cards come in 2 varieties: leftand right. When the back has the word Spellfire up, the front will have the text box on the left or the right.

    AD&D Champions (of 25)# Card Name Type Level Ability

    1 Sakornia Hero 6 +3 levels when using an artifact.

    2 Edormira, Red Dragon Monster 7 Flyer. Opponent cannot defend with Monsters.

    3 Gloriana Wizard 6 Opponent cannot use Flyers.

    4 Gib Ekim HeroWizard

    57

    Must choose type at start of round.

    5 Neirgral, Green Dragon Monster 7 Flyer. Neither side can use allies of level 4 or less.

    6 Dagaronzie, Green Dragon Monster 8 Flyer. Destroys up to 2 allies each round of battle.

    7 Fejyelsae Hero 10 Loses 3 levels if has allies.

    9 Shalbaal, Red Dragon Monster 6 Flyer. When Shalbaal wins a battle your opponent discards

    one card at random from their hand while you laugh.

    10 Delsenora Cleric 7 Can be discarded to cancel one event.

    11 Gib Evets Monster 8 Not affected by spells and magical items.

    12 Dori the Barbarian Hero 6 +2 levels when fighting Wizards or Clerics.

    13 Gib Htimsen Monster 9 Not affected by spells, events, magical items and artifacts.

    14 Darbee Hero 6 +4 levels when fighting Monsters.

    15 Aurum, Gold Dragon Monster 7 Flyer. +1 level for each ally.

    16 Halcyon Cleric 7 You can bring one card from your discard to your hand whenHalcyon wins a round of battle.

    17 Stryck Monster 7 When attacking can pick which champion defends.

    18 Alicia Wizard 8 Not affected by opponents magical items.

    19 Red Zeb Monster 9 Opponent cannot use allies of level 3 or less.

    21 Smolder, Red Dragon Monster 8 Flyer. Destroys one of your holdings if loses a round of battle.

    22 Lovely Colleen Hero 7 Automatically wins battles with Monsters.

    23 Ember, the Red Dragon Monster 9 Flyer. You opponent can draw 2 spoils of victory cards if you

    lose.

    24 Andra the Wise Cleric 8 Opponent cannot use Undead allies.

    25 Karm, Black Dragon Monster 10 Flyer. Can use Wizard spells. Cannot have allies.

    Events (of 25)# Card Name Ability8 Dragon Rage! All Players discard one champion from their hand or pool.

    20 The Avatar Destroys all Undead champions and allies.

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    Dark Sun Realms# Card Name Ability

    225 Gulg Defends itself as a level 7 hero. Destroys first ally played against it in battle.

    226 Nibenay Only turned face-down if razed twice in a row.

    221 Draj Attacking non-Flyers lose 2 levels.

    222 Raam Defending champions and allies gain 1 level.

    223 Urik Defends itself as a level 4 hero. Attacker may not use allies.

    224 Tyr Defends itself as a level 5 hero. You draw one extra card each turn [Global].

    227 Balic Defends itself as a level 4 hero. Attacking allies act at 1/2 their level, roundeddown.

    Dark Sun Holdings# Card Name Ability

    238 Waverly Attacking champions cannot use spells against defenders. Cannot be attacked byFlyers.

    239 Bodach Attacking champions can only have 1 ally.

    228 The Mud Palace Your hand size is increased by 2 cards [Global].

    229 North Ledopolus You can draw a card when this realm is attacked.

    230 South Ledopolus Can use an Ally as a champion to defend this realm.

    233 Ogo Attacking champions and allies lose 1 level.

    234 Malka Defending champions and allies gain 1 level.240 Giustenal Attacking champions cannot play more than 3 allies per round.

    249 Ziggurat Doubles level bonus of Wizard spells used to defend this realm.

    231 Altaruk Defending champions can use Cleric spells.

    232 Salt Veiw Cannot be attacked by Monsters.

    235 Kalidnay Defending Monsters gain 4 levels.

    236 Arkhold You may draw an extra card each turn [Global].

    237 Salt View Defending champion gains 2 levels.

    241 Yaramuke Destroys one of attackers allies each combat as ally is played.

    242 Lost Oasis May draw and play one card when this Realm is attacked.

    243 Graks Pool Acts as a +5 ally to defending champions.

    244 Silver Spring Razes one of opponents Realms if this Realm is razed.

    245 Bitter Well Destroys any attacking Flyers.

    246 Black Waters All of your realms cannot be attacked by Monsters or were-creatures [Global].

    247 Fort Melidor All of your Dark Sun realms give +1 level to defending allies [Global].

    248 Dungeon of Gulg Attacking champions and allies lose 1 level.

    250 Temple Realm can cast Cleric spells.

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    Dark Sun Champions# Card Name Type Level Ability

    259 Neeva Hero 7

    262 Anavias Hero 2 Negates abilities of opponents holdings when attacking.

    263 Vaerhirmana Wizard 4

    267 Chividal Hero 2 Can destroy one opposing ally each round.

    284 Mul Savage Monster 6

    298 Steffa Nafski Monster 5

    299 Captain Kazhal Hero 9 Can destroy one of opposing champions magical items.

    301 Tithian Hero 5 Automatically razes the defending realm if it attacks and wins

    a round of combat.304 Dragon King Monster 8 Can use Wizard spells.

    305 Borys Monster 9 Can use Wizard and Cleric spells.

    323 The Outcast Hero 5 Can use Wizard and Cleric spells.

    325 Desert Warrior Hero 2 First ally each round is +4 instead of its actual level.

    326 Desert Warrior Hero 3 First ally each round is +3 instead of its actual level.

    327 Desert Warrior Hero 4 Allies gain 1 level.

    258 Rikus Hero 6 Can attack a second time if wins a round of combat.

    261 Agis Hero 5 Destroys one of opponents Monsters in their pool whenattacking.

    266 Azhul Hero 4

    300 Dlasva Hero 3 Destroys one opposing ally each round.

    330 Tembo Monster 3 Opponent cannot use allies.

    260 Sadira Wizard 4

    264 Herminard Hero 4

    265 Tkkyl Hero 3268 Bagual Cleric 2

    270 Shayira Cleric 3

    282 Cistern Fiend Monster 2 Opponent may not use allies.

    303 Defiler Wizard 6 When Defiler casts spells, you must raze one of your realms or

    shuffle one of your holding into your draw pile.

    306 Preserver Wizard 6

    321 Elemental Cleric Cleric 2 Not affected by offensive Wizard spells.

    Dark Sun Artifacts# Card Name Ability

    318 The Heartwood Spear Destroys opposing Dragons or Monsters.

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    Forgotten Realms Realms# Card Name Ability

    3 Zhentil Keep Defends self as a level 5 Cleric.

    28 Haunted Hall of Eveningstar Draw one card when this realm is played or rebuilt.

    13 Myth Drannor Defending champions can use Wizard spells. Players hand size is increased by 1

    card [Global].

    1 Waterdeep Defending champions can use Wizard spells.

    2 Menzoberranzan Can be played at any time. C annot be attacked by Flyers.

    4 Shadowdale Defending champions can use Cleric and Wizard spells.

    5 Cormyr

    6 Sembia7 Moonshae Isles Defends self as level 2 hero. Defending allies gain 3 levels.

    8 Thay Defending champions can use Wizard spells.

    9 Calimshan

    10 Pirate Isles Cannot be attacked by Flyers.

    11 Ravens Bluff Defending champions can use Wizard spells.

    12 The Great Rift Cannot be attacked by Flyers.

    14 Vaasa

    15 Jungles of Chult Defends self as level 5 monster.

    16 The High Forest

    17 Sword Coast After each round, you may return one ally to your hand.

    18 Anauroch Attacking champions and allies lose 1 level.

    19 Impiltur Defending champions and allies gain 1 level.

    20 Icewind Dale Attacking champion discards one magic item chosen by the defender.

    21 The High Moor Defending monsters gain 4 levels.

    22 Rashemen23 Damara Defending Forgotten Realms champions have their level doubled.

    24 Narfell

    25 Dragonspear Castle Defending Monsters have their allies gain 2 levels.

    26 Daggerdale Attacker may not use allies.

    27 Darkhold Defending champions and allies gain 2 levels if Zhentil Keep is in play.

    29 Evermeet Defending champions can use Wizard spells. Cannot be attacked by Flyers.

    30 The Trollmoors

    Forgotten Realms Holdings# Card Name Ability

    31 Berdusk Defending Wizards or Clerics gain 3 levels.32 Tantras No spells may be cast by attacker or defender.

    33 Mulmaster May draw a card whenever a spell card is played [Global].

    34 Hillsfar Defending champions gain 3 levels.

    35 Suzail Defending champion can use Wizard spells. If played on Cormyr, defendingchampions and allies also gain 4 levels.

    36 Arabel Defends self as a level 4 monster.

    37 Fortifications Defending champions and allies gain 2 levels.

    38 Fortifications Defending champions and allies gain 3 levels.

    39 Selune Cannot be attacked by Undead.

    40 Peasant Militia Attacking champions and allies lose 1 level.

    198 Border Forts Can only be attacked by Flyers.

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    Forgotten Realms Champions# Card Name Type Level Ability

    42 King Azoun IV Hero 7 Allies gain 1 level.

    43 Maligor the Red Wizard 3 Can bring one opposing ally to your side each battle.

    46 Midnight, Goddess of Magic Wizard 7 Destroys all magical items on opposing champion. If only oneMidnight is in play, you must give permission for players tocast Wiizard spells [Global].

    48 The Pereghost Monster 7 Allies gain 2 levels.

    49 Bruenor Battlehammer Hero 5 +2 levels when fighting Monsters.

    62 The Magister Wizard 4

    67 Greater Feyr Monster 5 Destroys opponents first ally.68 Cleric of Gond Cleric 4

    69 Cleric of Torm Cleric 5

    70 Cleric of Mask Cleric 4 This card and any magical items or artifacts on it are facedown when not in battle.

    72 Dracolich Monster 6 Undead. Flyer. Can use Wizard spells.

    73 Vasos Flameslayer Hero 5 +3 levels when fighting Monsters.

    76 Worden Ironfist Hero 5 +3 levels when fighting Monsters.

    80 The Black Courser Monster 4 +4 levels when fighting Dragons or Undead.

    85 Hubadai Hero 4 Flyer.

    41 Alias the Sell-Sword Hero 6 Not affected by offensive spells.

    44 Elminster the Mage Wizard 9 Not affected by offensive spells.

    47 Torg Mac Cei, the Ironlord Hero 6 Level is doubled when defending or attacking the Great Rift.

    50 Marco Volo Hero 3 At the start of your turn, you can look at the top card ofanyones draw pile and discard it if you want.

    52 Gnomes of Samek Hero 4

    55 Crime Lord Hero 7 Can also be used as an Event which destroys a holding.

    63 Karlott the Shaman Cleric 4

    64 King Halvor II Hero 5

    71 Drow Matron Wizard 5 +3 levels when defending Menzoberranzan.

    75 Grypht the Saurial Wizard 4

    77 Amarill Cleric 3 When Amarill loses combat, you may pull a champion fromyour discard pile into your hand.

    82 Dagrande Hero 4

    45 Drizzt DoUrden Hero 8 Discarded only if defeated twice in one battle.

    51 The Harpers Hero 6 Can use Wizard and Cleric spells, but only one type in abattle.

    53 Adventurers! Hero 3 Can use Wizard and Cleric spells.

    56 Adventurers Hero 4 Allies gain 1 level.

    57 The Jotunslayers Hero 4 +4 levels when fighting Monsters.

    74 Allisa of the Mist Hero 5 +3 levels when fighting Monsters.

    78 Joliet the Rash Hero 4 Must attack every turn or be discarded.79 Dwarf of Earthfast Hero 2 +4 levels when fighting Monster champions.

    87 Shandril Hero 3 Not affected by offensive spells.

    89 Cleric of Malar Cleric 4 +2 levels when attacking non-Forgotten Realms realms.

    Forgotten Realms Artifacts# Card Name Ability

    93 Rod of Shapechange You may use a champion in your discard pile instead of this champion during thebattle.

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    Greyhawk Realms# Card Name Ability

    111 The Free City of Greyhawk Defending champions can use Wizard and Cleric spells.

    123 The Great Kingdom Cannot be attacked by Undead. Increases your hand size by 2 cards [Global].

    112 The Lands of Iuz Defending champions can use Wizard spells. All champions and allies of any

    player defending a realm gain 3 levels [Global].

    116 Blackmoor Defending champions magical items and artifacts gain 2 levels.

    124 Temple of Elemental Evil Draw 3 cards when Temple is put into play.

    125 Greyhawk Ruins +2 levels to all your Greyhawk champions [Global].

    135 The Scarlet Brotherhood At start of your turn may raze this Realm to destroy any one champion in play.

    113 The Pomarj Defending Monsters gain 3 levels.114 Hold of the Sea Princes Defends self as a level 1 champion.

    115 The Yeomanry

    117 The Horned Society

    118 The Wolf Nomads

    119 Sterich Defending Monsters gain 5 levels.

    120 Nyrond

    121 Veluna Defending champions can use Cleric spells.

    122 Furyondy

    126 Perrenland

    127 Keoland

    128 Celene

    129 The Bright Desert Cannot be attacked by Heroes.

    130 Theocracy of the Pale

    131 The Bone March Cannot be defended by Heroes.

    132 The Duchy of Urnst133 The Sea Barons Holdings played on Great Kingdom also apply to this realm.

    136 Irongate Defending Heroes gain 4 levels.

    134 Bissel Defending champions can use Cleric spells.

    137 Principality of Ulek

    138 County of Sunndi

    139 Duchy of Tenh

    140 Burneal Forest Attcking champions and allies lose 2 levels.

    Greyhawk Holdings# Card Name Ability

    142 Arms of the Horned Society Defends self as level 5 hero.

    143 Arms of Iuz Defending champions can use Cleric spells.

    144 Arms of Greyhawk No Greyhawk realms of any player that have holdings can be attacked bymonsters or Flyers [Global].

    145 Arms of the Great Kingdom All of your Undead allies are doubled in level whether you are attacking or

    defending [Global].

    141 Castle Hart Defending champion and allies gain 2 levels.

    146 Arms of Furyondy Realm is unaffected by harmful events.

    147 Arms of Nyrond Cannot be attacked by Monsters.

    148 Skull Keep Defending champion gains 4 levels.

    149 Fortification Realm and defending champion and allies are not affected by offensive Wizardand Cleric spells.

    209 Arms of Veluna Return one ally from a successful defense to your hand.

    216 Arms of the Shield Lands Rebuilds a razed Greyhawk realm when played on one.

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    Greyhawk Champions# Card Name Type Level Ability

    162 Mordenkainen Wizard 7

    164 Otto Wizard 6 Can use Wizard and Cleric spells.

    165 Mika the Wolf-Nomad Wizard 7 +3 levels when opponent has allies.

    166 Lolth, the Spider Queen Monster 9 Can use Wizard and Cleric spells. When destroyed, shuffle

    back into the draw deck.

    172 Hettman Tsurin Hero 2 May force opponent to discard one card at the end of your turnif Hettman does not attack.

    178 Seragrimm the Just Hero 5 Undead. May only be used to defend.

    185 Thorvid Hero 5 +3 levels when fighting Monsters, Undead, or Flyers.189 Arch-Druid Cleric 4 If only one Arch-Druid is in play, you must give permission

    for players to cast Cleric spells [Global].

    191 Griffon Monster 4 Flyer.

    163 Tysiln San Wizard 5

    167 Iuz the Evil Monster 8 Can use Wizard spells. Razes a realm or discards a razedrealm of the enemy when defeated.

    170 Sysania Cleric 4 Flyer.

    171 Kiara Hero 2 Destroys one of opposing champions magical items.

    176 Tyrinon Hero 5 Flyer.

    177 Quagmiela the Dragon Monster 5 Flyer.

    187 Nenioc Cleric 5

    194 Winged Horror Monster 7 Flyer.

    60 Tergoz Tenhammer Hero 5

    155 Skeletal Horde Monster 5 Undead.

    161 Rary the Traitor Wizard 4 +3 levels when fighting Wizards. +3 levels when defending arealm with a holding.

    181 Wolf Nomads Hero 4 +2 levels if Mika is in your pool.

    188 Young Gold Dragon Monster 4 Flyer. Can use Wizard spells.

    196 Rangers of the Hornwood Hero 4

    Greyhawk Artifacts# Card Name Ability

    159 Chariot of Lyrx +3 levels, Flyer. All allies are also Flyers.

    218 Johydees Mask May take on level -or- special ability of any one champion in play.

    156 Eye and Hand of Vecna +5 levels when attacking. +2 levels when defending.

    157 Orb of Dragonkind +4 levels. All your Greyhawk realms cannot be attacked by Dragons or Monsters[Global].

    158 Baba Yagas Hut Flyer. All allies are also Flyers.

    160 Cup of AlAkbar You may discard 3 cards at the end of your turn to bring a card from the discard

    pile to your hand.

    220 Rod of Dispel Magic May cancel one magical spell when attacking or defending.

    152 Codex of Infinite Planes (def) All your champions are not affected by offensive magical items and spells[Global].

    199 Rens Crystal Ball At the start of your turn you cam look at the top 3 cards of any draw pile anddiscard one of them.

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    Allies# Card Name Ability

    61 Myrmidons +4. When this card is discarded, shuffle all your discards back into your deck.

    66 Gorgosaurus +4. +3 levels when defending Chult.

    83 Mind Flayer +3. When played, brings one of opponents allies to your side at -1 level.

    84 Noble Djinn +4. Destroys opposing Flyers and prevents playing of additional ones.

    88 Triceratops +3. +6 levels when defending Chult.

    110 Elf Galleon +3

    154 Hordes of Castle Greyhawk +5 {Only ally card with a world == Greyhawk }

    169 Swordwraith +4, Undead

    174 Sea Zombie +4, Undead179 Skulk +1. You now play your allies face down until the end of the battle.

    182 Zadoc +2

    192 Giant Skeleton +3, Undead. Destroys opposing champions magical swords and spears.

    281 So-ut +3

    286 Pyreen +3

    289 Thri-kreen +3

    292 Salicia +3

    295 Baber +3

    322 Elven Archer +3

    58 Armies of Bloodstone +4

    86 Intellect Devourer +1. Destroys opposing champion of level 5 or less. Only magic item and artifactbonuses count when calculating the level.

    183 Miles +2

    190 Hell Hound +5. All your cards are immune to Fireball spells.

    195 Treants of the Grandwood +5. All your attackers or defenders are immune to all offensive spells exceptFireball.

    252 Assassins +2. Destroys any champion in play if you lose.

    255 Kank Lancers +6

    257 Gladiators +9

    269 Rowan +1

    273 KaCha +3

    280 Night Runners +2

    285 Inhuman +2

    287 Chathrang +1

    291 Mikor +3

    293 Zurn +1

    297 Foucault +3

    302 Verrasi +2

    308 Gith +1

    324 Thugs +1

    54 War Party +4

    59 The Iron Legion +3

    65 Pteranadon +2. +3 levels when defending Chult.

    81 Hornhead Saurial +3

    184 Trystan +2

    193 Skeleton +1, Undead

    251 Mogadishos Horde +1. Destroys all of opponents holdings if you lose this battle.

    253 Halfling Mercenaries +1

    254 War Band +3

    256 Nomad Mercenaries +2

    271 Ashathra +2

    272 Stug +2

    274 Galek +2

    279 Silt Stalkers +3

    283 Sloth +1

    290 Wijon +2294 Powell +1

    296 Wachter +2

    307 Punisher +3

    309 Tiger +1

    328 Marauder +3

    329 Shaqat Beetles +1

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    Wizard Spells# Card Name Type Ability

    207 Enlarge def (4) +3, Champion can block Flyers at +6

    212 Shapechange def (4) +6

    339 Invisibility def (4) When attacking, champion automatically razes realm and defendingchampion returns to the pool.

    344 Crushing Fist off (4) +4 -or- destroy a magical item.

    345 Anti-Magic Shell def (4) Champion is not affected by offensive spells, but can no longer usespells either.

    348 Fear off (3) Play on a champion in a pool to make it unable to attack or defend until

    this is removed.381 Phantasmal Killer off (4) Champion gains 1 level for each opposing ally.

    393 Disintegrate off (3) Destroys one realm. You can make no attacks this turn.

    96 Horrors of the Abyss off (4) +5

    106 Spell of Formless Horror off (4) -3 to opposing champion until this spell is removed.

    378 Black Tentacles off (3/4) Destroys all champions in play of level 4 or less.

    379 Fire Shield off (4) +5

    211 Flight def (4) Make a champion and all of its allies Fly.

    331 Fireball off (4) Destroys all opposing allies of level 4 or less.

    332 Lightning Bolt off (4) +5, Destroys a magic item or an opposing ally of level 4 or less.

    333 Paralyze off (3/4) Prevent a champion from being chosen as the defender -or- Remove an

    ally from the battle.

    334 Magic Missile off (4) +3

    335 Wall of Fire off (4) +3, Stops all non-Flyers.

    336 Wall of Iron def (4) +3, Stops all non-Flyers. Only usable when defending.

    337 Wall of Stone def (4) +4, Stops all non-Flyers. Only usable when defending.

    338 Wall of Force def (4) +5, Stops all non-Flyers.

    340 Cone of Cold off (4) +5

    341 Sleep off (4) Destroys up to 3 allies of level 2 or less.

    342 Shield def (4) +2

    343 Fly def (4) Make a champion or ally Fly.

    346 Dispel Magic def (3/4) Cancel effects of a spell.

    347 Improved Phantasmal Force off (4) +6

    357 Charm off (4) Destroys one of opponents allies.

    371 Wall of Fog off (3) No player may attack until your next turn.

    372 Forget off (4) Destroys one ally.

    373 Web off (4) Destroys opposing allies of level 3 or less.

    374 Blink def (4) Losing champion goes to pool instead of being destroyed, but battle isstill lost.

    375 Hold Undead off (4) Opponents Undead allies are ignored this battle.

    376 Charm Monster off (4) Opposing Monster returns to its pool and you win this round of battle.

    383 Animate Dead def (4) This champion may fight again in the next round even if it loses thisone.

    384 Cloudkill off (4) Destroys opposing allies of level 3 or less, and no others can be played

    this round.

    385 Feebleminded off (4) Make opponent unable to cast spells this round.

    386 Magic Jar off (4) When defending, if you lose, the attacking champion becomes your defender for the next round of the battle and is then discarded.

    388 Passwall def (4) Removes a wall spell.

    389 Rock to Mud def (4) Only Flyer can attack you until your next turn.

    390 Chain Lightning off (4) +5

    391 Death Fog off (3) Destroys all of one players champions of level 5 or less and all of their other champions cannot attack until after that players next turn.

    392 Death Spell off (3/4) Destroy any one champion or ally in play of level 7 or less.

    394 Geas off (3) Play on a champion to make it unable to attack or defend until after itsowners next turn.

    395 Banishment off (3/4) Destroys one monster.

    396 Control Undead off (4) Take control of opponents largest Undead ally for this round.397 Finger of Death off (4) Destroys a champion or ally of level 5 or less.

    398 Spell Turning def (3/4) Treat affected spell as if the target cast it at the caster.

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    Cleric Spells# Card Name Type Ability

    352 Blade Barrier off (4) Destroys all opposing allies of level 5 or less. Only usable whendefending.

    354 Sanctuary def (4) Your champion loses the battle but goes to your pool rather than beingdiscarded.

    355 Wind Walk def (4) Your champion and allies are Flyers for one round.

    362 Sunray off (3) Destroys all Undead in one players pool.

    366 Raise Dead def (3/5) Bring one champion from your discard pile to your hand.

    364 Wall of Fire off (4) +1, only usable when defending. Stops champions and allies of level 4

    or less.367 Flame Strike off (4) Destroys up to 6 total levels of allies.

    369 Silence off (4) Opposing champion cannot use spells in this battle.

    349 Cure Light Wounds def (4) +1

    350 Cure Serious Wounds def (4) +2

    351 Sticks to Snakes off (4) +4

    353 Bless def (4) Champion and allies all gain 1 level this round.

    356 Bark Skin def (4) +2

    358 Dispel Magic def (3/4) Negate effects of a spell.

    359 Darkness def (4) Ends battle with champions going to their pools, allies to players hands

    and spells being discarded. Does not work against monsters.

    360 Protection def (4) Destroys opposing Undead allies in the battle and prevents use of additional ones. An Undead champion loses the battle but returns to its

    pool.

    361 Chariot of Sustare def (4) Champion or two allies can Fly for one round.

    363 Wall of Thorns def (4) +2, Stops all attackers of level 2 or less.

    365 Holy Word off (4) Destroys all Undead on both sides of the battle.

    368 Protection from Lightning def (4) Champion and its allies are immune to Lightning for this battle.

    370 Invisibility to Undead * Champion ignores Undead opponents. {No type is on this spell}

    Magical Items# Card Name Type Ability

    94 Dwarven Hammer off +3

    95 Staff of Striking off +3 -or- +5 if used by a Cleric.

    97 Flameblade off +2

    173 Griffon def +2, Flyer

    197 Magical Barding def +2

    208 Ring of Shooting Stars off +4. If on a Hero, may lend +1 to a champion in a battle he is not in.

    215 Potion of Fire Breathing off (off) +6, only one use219 Helm of Teleportation def One of your champions may join as an ally, but then it cannot be used

    as a champion this turn.

    103 Viperhand def Champion can use Wizard spells.

    109 Wand of Light off +3

    153 Crystal of the Ebon Flame off +6. Champion must attack each turn or be discarded.

    200 Falcon Figurine off +1

    217 Net of Entrapment off Opponent cannot play allies.

    311 Rings of All Seeing def At begining of your turn you can look at one players hand [Global].

    314 Shield of Annihilation def +2

    317 Shield of Gore off +3

    320 The Necklace * Champion can use Wizard spells. {No type on card}

    98 Figurine of Wondrous Power off +3

    102 Banner of the One-Eyed God def +1. All allies gain 1 level.

    104 Orb of Doom off +2

    105 Staff of Conjuring off +5151 War Banner def All your champions and allies gain one level [Global].

    206 Magic Sword off +2. +5 against Undead.

    310 Orb of Power def Champion is not affected by offensive spells and magical items.

    313 Shield of Destruction def +1

    315 Shield of Devastation def +2

    316 Shield of Wickedness off An enemy ally joins your side for one round.

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    Spellfire: Master the Magic andall of its cards are copyrighted by TSR.

    This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo. 11

    Events# Card Name Ability

    107 Safe Harbor! All players may rebuild one razed realm.

    168 Mutiny! Stops current battle with no winner. No other battles may be fought until your

    next turn.

    175 Mist Wolf Destroys all allies in play. No allies may be played until your next turn.

    180 Berserk Fury All Heroes gain 5 levels until your next turn.

    186 Fairy Madness Makes a champion which is not currently in a battle unusable until after itsowners next turn.

    204 Bribery! Opponents champion leaves the battle and opponent loses battle unless another

    champion is put up instead. Played just after champions are chosen.213 Barbarian Raiders! All players discard one realm from their hand or from play.

    214 Treasure Fleet All players draw 3 cards.

    288 Spirit of the Land Ends the current battle with no spoils. Prevents the razing of one Dark Sun realm-or- rebuilds one realm of any world.

    377 Wind of Disenchantment Destroys all magical items in play.

    399 Ancient Curse Destroy a champion with a magical item or artifact.

    90 Airship Destroys 2 allies.

    99 Cataclysm! Destroys a realm.

    100 Good Fortune Draw 5 cards.

    150 Siege! Razes all players first realm if it is not already razed.

    202 Enslaved! Destroys one champion from each players pool of that players choice.

    205 Charge! All your champions gain 3 levels until the end of your next turn.

    210 Fast Talking! Destroys all magical items and artifacts in play.

    275 Wind Dancers Destroys all Flyers in play.

    277 Silver Hands Play after a battle to return all killed champions to their players pools.

    91 Bad Omens All champions and allies lose 1 level until your next turn.

    92 Fortunate Omens All allies gain 3 levels until your next turn.

    101 Surprise Raid Doubles level of your champion and allies for one round of battle.

    108 Labor of Legend Destroy one of your champions to rebuild a razed realm.

    201 Transformation! All players discard their hands and draw 5 cards.

    203 Siege All players discard a realm from their front rank.

    276 Water Hunters Destroys all Undead in play.

    278 Sky Singers Destroys all magical items in play.

    312 Treasure Destroys all Monsters in play.

    319 The Caravan You get an extra turn.

    380 Ice Storm Destroys all champions in play of level 4 or less.

    382 Solid Fog No players may attack until your next turn.

    387 Faithful Hound Only Flyers can attack until your next turn.

    400 Calm Removes harmful effect of an Event upon you.