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SPELLFIRE: Master the Magic

First 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: dangelo@netcom.com 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: left and 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)


# 1 2 3 4 5 6 7 9 10 11 12 13 14 15 16 17 18 19 21 22 23 24 25 Card Name Sakornia Edormira, Red Dragon Gloriana Gib Ekim Neirgral, Green Dragon Dagaronzie, Green Dragon Fejyelsae Shalbaal, Red Dragon Delsenora Gib Evets Dori the Barbarian Gib Htimsen Darbee Aurum, Gold Dragon Halcyon Stryck Alicia Red Zeb Smolder, Red Dragon Lovely Colleen Ember, the Red Dragon Andra the Wise Karm, Black Dragon Type Hero Monster Wizard Hero Wizard Monster Monster Hero Monster Cleric Monster Hero Monster Hero Monster Cleric Monster Wizard Monster Monster Hero Monster Cleric Monster Level 6 7 6 5 7 7 8 10 6 7 8 6 9 6 7 7 7 8 9 8 7 9 8 10 Ability +3 levels when using an artifact. Flyer. Opponent cannot defend with Monsters. Opponent cannot use Flyers. Must choose type at start of round. Flyer. Neither side can use allies of level 4 or less. Flyer. Destroys up to 2 allies each round of battle. Loses 3 levels if has allies. Flyer. When Shalbaal wins a battle your opponent discards one card at random from their hand while you laugh. Can be discarded to cancel one event. Not affected by spells and magical items. +2 levels when fighting Wizards or Clerics. Not affected by spells, events, magical items and artifacts. +4 levels when fighting Monsters. Flyer. +1 level for each ally. You can bring one card from your discard to your hand when Halcyon wins a round of battle. When attacking can pick which champion defends. Not affected by opponents magical items. Opponent cannot use allies of level 3 or less. Flyer. Destroys one of your holdings if loses a round of battle. Automatically wins battles with Monsters. Flyer. You opponent can draw 2 spoils of victory cards if you lose. Opponent cannot use Undead allies. Flyer. Can use Wizard spells. Cannot have allies.

Events (of 25)


# 8 20 Card Name Dragon Rage! The Avatar Ability All Players discard one champion from their hand or pool. Destroys all Undead champions and allies.

Spellfire: Master the Magic and all 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.

Dark Sun Realms


# 225 226 221 222 223 224 227 Card Name Gulg Nibenay Draj Raam Urik Tyr Balic Ability Defends itself as a level 7 hero. Destroys first ally played against it in battle. Only turned face-down if razed twice in a row. Attacking non-Flyers lose 2 levels. Defending champions and allies gain 1 level. Defends itself as a level 4 hero. Attacker may not use allies. Defends itself as a level 5 hero. You draw one extra card each turn [Global]. Defends itself as a level 4 hero. Attacking allies act at 1/2 their level, rounded down.

Dark Sun Holdings


# Card Name 238 Waverly 239 228 229 230 233 234 240 249 231 232 235 236 237 241 242 243 244 245 246 247 248 250 Bodach The Mud Palace North Ledopolus South Ledopolus Ogo Malka Giustenal Ziggurat Altaruk Salt Veiw Kalidnay Arkhold Salt View Yaramuke Lost Oasis Graks Pool Silver Spring Bitter Well Black Waters Fort Melidor Dungeon of Gulg Temple Ability Attacking champions cannot use spells against defenders. Cannot be attacked by Flyers. Attacking champions can only have 1 ally. Your hand size is increased by 2 cards [Global]. You can draw a card when this realm is attacked. Can use an Ally as a champion to defend this realm. Attacking champions and allies lose 1 level. Defending champions and allies gain 1 level. Attacking champions cannot play more than 3 allies per round. Doubles level bonus of Wizard spells used to defend this realm. Defending champions can use Cleric spells. Cannot be attacked by Monsters. Defending Monsters gain 4 levels. You may draw an extra card each turn [Global]. Defending champion gains 2 levels. Destroys one of attackers allies each combat as ally is played. May draw and play one card when this Realm is attacked. Acts as a +5 ally to defending champions. Razes one of opponents Realms if this Realm is razed. Destroys any attacking Flyers. All of your realms cannot be attacked by Monsters or were-creatures [Global]. All of your Dark Sun realms give +1 level to defending allies [Global]. Attacking champions and allies lose 1 level. Realm can cast Cleric spells.

Spellfire: Master the Magic and all 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.

Dark Sun Champions


# 259 262 263 267 284 298 299 301 304 305 323 325 326 327 258 261 266 300 330 260 264 265 268 270 282 303 Card Name Neeva Anavias Vaerhirmana Chividal Mul Savage Steffa Nafski Captain Kazhal Tithian Dragon King Borys The Outcast Desert Warrior Desert Warrior Desert Warrior Rikus Agis Azhul Dlasva Tembo Sadira Herminard Tkkyl Bagual Shayira Cistern Fiend Defiler Type Hero Hero Wizard Hero Monster Monster Hero Hero Monster Monster Hero Hero Hero Hero Hero Hero Hero Hero Monster Wizard Hero Hero Cleric Cleric Monster Wizard Wizard Cleric Level 7 2 4 2 6 5 9 5 8 9 5 2 3 4 6 5 4 3 3 4 4 3 2 3 2 6 6 2 Ability Negates abilities of opponents holdings when attacking. Can destroy one opposing ally each round.

Can destroy one of opposing champions magical items. Automatically razes the defending realm if it attacks and wins a round of combat. Can use Wizard spells. Can use Wizard and Cleric spells. Can use Wizard and Cleric spells. First ally each round is +4 instead of its actual level. First ally each round is +3 instead of its actual level. Allies gain 1 level. Can attack a second time if wins a round of combat. Destroys one of opponents Monsters in their pool when attacking. Destroys one opposing ally each round. Opponent cannot use allies.

Opponent may not use allies. When Defiler casts spells, you must raze one of your realms or shuffle one of your holding into your draw pile. Not affected by offensive Wizard spells.

306 Preserver 321 Elemental Cleric

Dark Sun Artifacts


# Card Name 318 The Heartwood Spear Ability Destroys opposing Dragons or Monsters.

Spellfire: Master the Magic and all 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.

Forgotten Realms Realms


# 3 28 13 1 2 4 5 6 7 8 9 10 11 12 14 15 16 17 18 19 20 21 22 23 24 25 26 27 29 30 Card Name Zhentil Keep Haunted Hall of Eveningstar Myth Drannor Waterdeep Menzoberranzan Shadowdale Cormyr Sembia Moonshae Isles Thay Calimshan Pirate Isles Ravens Bluff The Great Rift Vaasa Jungles of Chult The High Forest Sword Coast Anauroch Impiltur Icewind Dale The High Moor Rashemen Damara Narfell Dragonspear Castle Daggerdale Darkhold Evermeet The Trollmoors Ability Defends self as a level 5 Cleric. Draw one card when this realm is played or rebuilt. Defending champions can use Wizard spells. Players hand size is increased by 1 card [Global]. Defending champions can use Wizard spells. Can be played at any time. Cannot be attacked by Flyers. Defending champions can use Cleric and Wizard spells.

Defends self as level 2 hero. Defending allies gain 3 levels. Defending champions can use Wizard spells. Cannot be attacked by Flyers. Defending champions can use Wizard spells. Cannot be attacked by Flyers. Defends self as level 5 monster. After each round, you may return one ally to your hand. Attacking champions and allies lose 1 level. Defending champions and allies gain 1 level. Attacking champion discards one magic item chosen by the defender. Defending monsters gain 4 levels. Defending Forgotten Realms champions have their level doubled. Defending Monsters have their allies gain 2 levels. Attacker may not use allies. Defending champions and allies gain 2 levels if Zhentil Keep is in play. Defending champions can use Wizard spells. Cannot be attacked by Flyers.

Forgotten Realms Holdings


# 31 32 33 34 35 36 37 38 39 40 198 Card Name Berdusk Tantras Mulmaster Hillsfar Suzail Arabel Fortifications Fortifications Selune Peasant Militia Border Forts Ability Defending Wizards or Clerics gain 3 levels. No spells may be cast by attacker or defender. May draw a card whenever a spell card is played [Global]. Defending champions gain 3 levels. Defending champion can use Wizard spells. If played on Cormyr, defending champions and allies also gain 4 levels. Defends self as a level 4 monster. Defending champions and allies gain 2 levels. Defending champions and allies gain 3 levels. Cannot be attacked by Undead. Attacking champions and allies lose 1 level. Can only be attacked by Flyers.

Spellfire: Master the Magic and all 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.

Forgotten Realms Champions


# 42 43 46 Card Name King Azoun IV Maligor the Red Midnight, Goddess of Magic Type Hero Wizard Wizard Level 7 3 7 Ability Allies gain 1 level. Can bring one opposing ally to your side each battle. Destroys all magical items on opposing champion. If only one Midnight is in play, you must give permission for players to cast Wiizard spells [Global]. Allies gain 2 levels. +2 levels when fighting Monsters. Destroys opponents first ally.

48 49 62 67 68 69 70 72 73 76 80 85 41 44 47 50 52 55 63 64 71 75 77 82 45 51 53 56 57 74 78 79 87 89

The Pereghost Bruenor Battlehammer The Magister Greater Feyr Cleric of Gond Cleric of Torm Cleric of Mask Dracolich Vasos Flameslayer Worden Ironfist The Black Courser Hubadai Alias the Sell-Sword Elminster the Mage Torg Mac Cei, the Ironlord Marco Volo Gnomes of Samek Crime Lord Karlott the Shaman King Halvor II Drow Matron Grypht the Saurial Amarill Dagrande Drizzt DoUrden The Harpers Adventurers! Adventurers The Jotunslayers Allisa of the Mist Joliet the Rash Dwarf of Earthfast Shandril Cleric of Malar

Monster Hero Wizard Monster Cleric Cleric Cleric Monster Hero Hero Monster Hero Hero Wizard Hero Hero Hero Hero Cleric Hero Wizard Wizard Cleric Hero Hero Hero Hero Hero Hero Hero Hero Hero Hero Cleric

7 5 4 5 4 5 4 6 5 5 4 4 6 9 6 3 4 7 4 5 5 4 3 4 8 6 3 4 4 5 4 2 3 4

This card and any magical items or artifacts on it are face down when not in battle. Undead. Flyer. Can use Wizard spells. +3 levels when fighting Monsters. +3 levels when fighting Monsters. +4 levels when fighting Dragons or Undead. Flyer. Not affected by offensive spells. Not affected by offensive spells. Level is doubled when defending or attacking the Great Rift. At the start of your turn, you can look at the top card of anyones draw pile and discard it if you want. Can also be used as an Event which destroys a holding.

+3 levels when defending Menzoberranzan. When Amarill loses combat, you may pull a champion from your discard pile into your hand. Discarded only if defeated twice in one battle. Can use Wizard and Cleric spells, but only one type in a battle. Can use Wizard and Cleric spells. Allies gain 1 level. +4 levels when fighting Monsters. +3 levels when fighting Monsters. Must attack every turn or be discarded. +4 levels when fighting Monster champions. Not affected by offensive spells. +2 levels when attacking non-Forgotten Realms realms.

Forgotten Realms Artifacts


# 93 Card Name Rod of Shapechange Ability You may use a champion in your discard pile instead of this champion during the battle.

Spellfire: Master the Magic and all 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.

Greyhawk Realms
# 111 123 112 116 124 125 135 113 114 115 117 118 119 120 121 122 126 127 128 129 130 131 132 133 136 134 137 138 139 140 Card Name The Free City of Greyhawk The Great Kingdom The Lands of Iuz Blackmoor Temple of Elemental Evil Greyhawk Ruins The Scarlet Brotherhood The Pomarj Hold of the Sea Princes The Yeomanry The Horned Society The Wolf Nomads Sterich Nyrond Veluna Furyondy Perrenland Keoland Celene The Bright Desert Theocracy of the Pale The Bone March The Duchy of Urnst The Sea Barons Irongate Bissel Principality of Ulek County of Sunndi Duchy of Tenh Burneal Forest Ability Defending champions can use Wizard and Cleric spells. Cannot be attacked by Undead. Increases your hand size by 2 cards [Global]. Defending champions can use Wizard spells. All champions and allies of any player defending a realm gain 3 levels [Global]. Defending champions magical items and artifacts gain 2 levels. Draw 3 cards when Temple is put into play. +2 levels to all your Greyhawk champions [Global]. At start of your turn may raze this Realm to destroy any one champion in play. Defending Monsters gain 3 levels. Defends self as a level 1 champion.

Defending Monsters gain 5 levels. Defending champions can use Cleric spells.

Cannot be attacked by Heroes. Cannot be defended by Heroes. Holdings played on Great Kingdom also apply to this realm. Defending Heroes gain 4 levels. Defending champions can use Cleric spells.

Attcking champions and allies lose 2 levels.

Greyhawk Holdings
# 142 143 144 Card Name Arms of the Horned Society Arms of Iuz Arms of Greyhawk 145 Arms of the Great Kingdom 141 146 147 148 149 Castle Hart Arms of Furyondy Arms of Nyrond Skull Keep Fortification Ability Defends self as level 5 hero. Defending champions can use Cleric spells. No Greyhawk realms of any player that have holdings can be attacked by monsters or Flyers [Global]. All of your Undead allies are doubled in level whether you are attacking or defending [Global]. Defending champion and allies gain 2 levels. Realm is unaffected by harmful events. Cannot be attacked by Monsters. Defending champion gains 4 levels. Realm and defending champion and allies are not affected by offensive Wizard and Cleric spells. Return one ally from a successful defense to your hand. Rebuilds a razed Greyhawk realm when played on one.

209 Arms of Veluna 216 Arms of the Shield Lands

Spellfire: Master the Magic and all 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.

Greyhawk Champions
# 162 164 165 166 Card Name Mordenkainen Otto Mika the Wolf-Nomad Lolth, the Spider Queen Type Wizard Wizard Wizard Monster Hero Hero Hero Cleric Monster Wizard Monster Cleric Hero Hero Monster Cleric Monster Hero Monster Wizard Hero Monster Hero Level 7 6 7 9 2 5 5 4 4 5 8 4 2 5 5 5 7 5 5 4 4 4 4 Ability Can use Wizard and Cleric spells. +3 levels when opponent has allies. Can use Wizard and Cleric spells. When destroyed, shuffle back into the draw deck. May force opponent to discard one card at the end of your turn if Hettman does not attack. Undead. May only be used to defend. +3 levels when fighting Monsters, Undead, or Flyers. If only one Arch-Druid is in play, you must give permission for players to cast Cleric spells [Global]. Flyer. Can use Wizard spells. Razes a realm or discards a razed realm of the enemy when defeated. Flyer. Destroys one of opposing champions magical items. Flyer. Flyer. Flyer. Undead. +3 levels when fighting Wizards. +3 levels when defending a realm with a holding. +2 levels if Mika is in your pool. Flyer. Can use Wizard spells.

172 Hettman Tsurin 178 Seragrimm the Just 185 Thorvid 189 Arch-Druid 191 Griffon 163 Tysiln San 167 Iuz the Evil 170 171 176 177 187 194 60 155 161 Sysania Kiara Tyrinon Quagmiela the Dragon Nenioc Winged Horror Tergoz Tenhammer Skeletal Horde Rary the Traitor

181 Wolf Nomads 188 Young Gold Dragon 196 Rangers of the Hornwood

Greyhawk Artifacts
# 159 218 156 157 Card Name Chariot of Lyrx Johydees Mask Eye and Hand of Vecna Orb of Dragonkind Ability +3 levels, Flyer. All allies are also Flyers. May take on level -or- special ability of any one champion in play. +5 levels when attacking. +2 levels when defending. +4 levels. All your Greyhawk realms cannot be attacked by Dragons or Monsters [Global]. Flyer. All allies are also Flyers. You may discard 3 cards at the end of your turn to bring a card from the discard pile to your hand. May cancel one magical spell when attacking or defending. (def) All your champions are not affected by offensive magical items and spells [Global]. At the start of your turn you cam look at the top 3 cards of any draw pile and discard one of them.

158 Baba Yagas Hut 160 Cup of AlAkbar 220 Rod of Dispel Magic 152 Codex of Infinite Planes 199 Rens Crystal Ball

Spellfire: Master the Magic and all 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.

Allies
# 61 66 83 84 88 110 154 169 174 179 182 192 281 286 289 292 295 322 58 86 Card Name Myrmidons Gorgosaurus Mind Flayer Noble Djinn Triceratops Elf Galleon Hordes of Castle Greyhawk Swordwraith Sea Zombie Skulk Zadoc Giant Skeleton So-ut Pyreen Thri-kreen Salicia Baber Elven Archer Armies of Bloodstone Intellect Devourer Ability +4. When this card is discarded, shuffle all your discards back into your deck. +4. +3 levels when defending Chult. +3. When played, brings one of opponents allies to your side at -1 level. +4. Destroys opposing Flyers and prevents playing of additional ones. +3. +6 levels when defending Chult. +3 +5 {Only ally card with a world == Greyhawk } +4, Undead +4, Undead +1. You now play your allies face down until the end of the battle. +2 +3, Undead. Destroys opposing champions magical swords and spears. +3 +3 +3 +3 +3 +3 +4 +1. Destroys opposing champion of level 5 or less. Only magic item and artifact bonuses count when calculating the level. +2 +5. All your cards are immune to Fireball spells. +5. All your attackers or defenders are immune to all offensive spells except Fireball. +2. Destroys any champion in play if you lose. +6 +9 +1 +3 +2 +2 +1 +3 +1 +3 +2 +1 +1 +4 +3 +2. +3 levels when defending Chult. +3 +2 +1, Undead +1. Destroys all of opponents holdings if you lose this battle. +1 +3 +2 +2 +2 +2 +3 +1 +2 +1 +2 +3 +1 +3 +1

183 Miles 190 Hell Hound 195 Treants of the Grandwood 252 255 257 269 273 280 285 287 291 293 297 302 308 324 54 59 65 81 184 193 251 253 254 256 271 272 274 279 283 290 294 296 307 309 328 329 Assassins Kank Lancers Gladiators Rowan KaCha Night Runners Inhuman Chathrang Mikor Zurn Foucault Verrasi Gith Thugs War Party The Iron Legion Pteranadon Hornhead Saurial Trystan Skeleton Mogadishos Horde Halfling Mercenaries War Band Nomad Mercenaries Ashathra Stug Galek Silt Stalkers Sloth Wijon Powell Wachter Punisher Tiger Marauder Shaqat Beetles

Spellfire: Master the Magic and all 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.

Wizard Spells
# 207 212 339 Card Name Enlarge Shapechange Invisibility Type def (4) def (4) def (4) off (4) def (4) off (3) off (4) off (3) off (4) off (4) off (3/4) off (4) def (4) off (4) off (4) off (3/4) off (4) off (4) def (4) def (4) def (4) off (4) off (4) def (4) def (4) def (3/4) off (4) off (4) off (3) off (4) off (4) def (4) off (4) off (4) def (4) off (4) off (4) off (4) def (4) def (4) off (4) off (3) off (3/4) off (3) off (3/4) off (4) off (4) def (3/4) 344 Crushing Fist 345 Anti-Magic Shell 348 Fear 381 393 96 106 378 379 211 331 332 333 334 335 336 337 338 340 341 342 343 346 347 357 371 372 373 374 Phantasmal Killer Disintegrate Horrors of the Abyss Spell of Formless Horror Black Tentacles Fire Shield Flight Fireball Lightning Bolt Paralyze Magic Missile Wall of Fire Wall of Iron Wall of Stone Wall of Force Cone of Cold Sleep Shield Fly Dispel Magic Improved Phantasmal Force Charm Wall of Fog Forget Web Blink Ability +3, Champion can block Flyers at +6 +6 When attacking, champion automatically razes realm and defending champion returns to the pool. +4 -or- destroy a magical item. Champion is not affected by offensive spells, but can no longer use spells either. Play on a champion in a pool to make it unable to attack or defend until this is removed. Champion gains 1 level for each opposing ally. Destroys one realm. You can make no attacks this turn. +5 -3 to opposing champion until this spell is removed. Destroys all champions in play of level 4 or less. +5 Make a champion and all of its allies Fly. Destroys all opposing allies of level 4 or less. +5, Destroys a magic item or an opposing ally of level 4 or less. Prevent a champion from being chosen as the defender -or- Remove an ally from the battle. +3 +3, Stops all non-Flyers. +3, Stops all non-Flyers. Only usable when defending. +4, Stops all non-Flyers. Only usable when defending. +5, Stops all non-Flyers. +5 Destroys up to 3 allies of level 2 or less. +2 Make a champion or ally Fly. Cancel effects of a spell. +6 Destroys one of opponents allies. No player may attack until your next turn. Destroys one ally. Destroys opposing allies of level 3 or less. Losing champion goes to pool instead of being destroyed, but battle is still lost. Opponents Undead allies are ignored this battle. Opposing Monster returns to its pool and you win this round of battle. This champion may fight again in the next round even if it loses this one. Destroys opposing allies of level 3 or less, and no others can be played this round. Make opponent unable to cast spells this round. When defending, if you lose, the attacking champion becomes your defender for the next round of the battle and is then discarded. Removes a wall spell. Only Flyer can attack you until your next turn. +5 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. Destroy any one champion or ally in play of level 7 or less. Play on a champion to make it unable to attack or defend until after its owners next turn. Destroys one monster. Take control of opponents largest Undead ally for this round. Destroys a champion or ally of level 5 or less. Treat affected spell as if the target cast it at the caster.

375 Hold Undead 376 Charm Monster 383 Animate Dead 384 Cloudkill 385 Feebleminded 386 Magic Jar 388 389 390 391 Passwall Rock to Mud Chain Lightning Death Fog

392 Death Spell 394 Geas 395 396 397 398 Banishment Control Undead Finger of Death Spell Turning

Spellfire: Master the Magic and all 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.

Cleric Spells
# Card Name 352 Blade Barrier 354 Sanctuary 355 362 366 364 367 369 349 350 351 353 356 358 359 Wind Walk Sunray Raise Dead Wall of Fire Flame Strike Silence Cure Light Wounds Cure Serious Wounds Sticks to Snakes Bless Bark Skin Dispel Magic Darkness Type off (4) def (4) def (4) off (3) def (3/5) off (4) off (4) off (4) def (4) def (4) off (4) def (4) def (4) def (3/4) def (4) def (4) Ability Destroys all opposing allies of level 5 or less. Only usable when defending. Your champion loses the battle but goes to your pool rather than being discarded. Your champion and allies are Flyers for one round. Destroys all Undead in one players pool. Bring one champion from your discard pile to your hand. +1, only usable when defending. Stops champions and allies of level 4 or less. Destroys up to 6 total levels of allies. Opposing champion cannot use spells in this battle. +1 +2 +4 Champion and allies all gain 1 level this round. +2 Negate effects of a spell. Ends battle with champions going to their pools, allies to players hands and spells being discarded. Does not work against monsters. Destroys opposing Undead allies in the battle and prevents use of additional ones. An Undead champion loses the battle but returns to its pool. Champion or two allies can Fly for one round. +2, Stops all attackers of level 2 or less. Destroys all Undead on both sides of the battle. Champion and its allies are immune to Lightning for this battle. Champion ignores Undead opponents. {No type is on this spell}

360 Protection

361 363 365 368 370

Chariot of Sustare Wall of Thorns Holy Word Protection from Lightning Invisibility to Undead

def (4) def (4) off (4) def (4) *

Magical Items
# 94 95 97 173 197 208 215 219 103 109 153 200 217 311 314 317 320 98 102 104 105 151 206 310 313 315 316 Card Name Dwarven Hammer Staff of Striking Flameblade Griffon Magical Barding Ring of Shooting Stars Potion of Fire Breathing Helm of Teleportation Viperhand Wand of Light Crystal of the Ebon Flame Falcon Figurine Net of Entrapment Rings of All Seeing Shield of Annihilation Shield of Gore The Necklace Figurine of Wondrous Power Banner of the One-Eyed God Orb of Doom Staff of Conjuring War Banner Magic Sword Orb of Power Shield of Destruction Shield of Devastation Shield of Wickedness Type off off off def def off off def def off off off off def def off * off def off off def off def def def off Ability +3 +3 -or- +5 if used by a Cleric. +2 +2, Flyer +2 +4. If on a Hero, may lend +1 to a champion in a battle he is not in. (off) +6, only one use One of your champions may join as an ally, but then it cannot be used as a champion this turn. Champion can use Wizard spells. +3 +6. Champion must attack each turn or be discarded. +1 Opponent cannot play allies. At begining of your turn you can look at one players hand [Global]. +2 +3 Champion can use Wizard spells. {No type on card} +3 +1. All allies gain 1 level. +2 +5 All your champions and allies gain one level [Global]. +2. +5 against Undead. Champion is not affected by offensive spells and magical items. +1 +2 An enemy ally joins your side for one round.

Spellfire: Master the Magic and all 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.

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Events
# Card Name 107 Safe Harbor! 168 Mutiny! 175 Mist Wolf 180 Berserk Fury 186 Fairy Madness 204 Bribery! 213 Barbarian Raiders! 214 Treasure Fleet 288 Spirit of the Land 377 399 90 99 100 150 202 205 210 275 277 91 92 101 108 201 203 276 278 312 319 380 382 387 400 Wind of Disenchantment Ancient Curse Airship Cataclysm! Good Fortune Siege! Enslaved! Charge! Fast Talking! Wind Dancers Silver Hands Bad Omens Fortunate Omens Surprise Raid Labor of Legend Transformation! Siege Water Hunters Sky Singers Treasure The Caravan Ice Storm Solid Fog Faithful Hound Calm Ability All players may rebuild one razed realm. Stops current battle with no winner. No other battles may be fought until your next turn. Destroys all allies in play. No allies may be played until your next turn. All Heroes gain 5 levels until your next turn. Makes a champion which is not currently in a battle unusable until after its owners next turn. Opponents champion leaves the battle and opponent loses battle unless another champion is put up instead. Played just after champions are chosen. All players discard one realm from their hand or from play. All players draw 3 cards. Ends the current battle with no spoils. Prevents the razing of one Dark Sun realm -or- rebuilds one realm of any world. Destroys all magical items in play. Destroy a champion with a magical item or artifact. Destroys 2 allies. Destroys a realm. Draw 5 cards. Razes all players first realm if it is not already razed. Destroys one champion from each players pool of that players choice. All your champions gain 3 levels until the end of your next turn. Destroys all magical items and artifacts in play. Destroys all Flyers in play. Play after a battle to return all killed champions to their players pools. All champions and allies lose 1 level until your next turn. All allies gain 3 levels until your next turn. Doubles level of your champion and allies for one round of battle. Destroy one of your champions to rebuild a razed realm. All players discard their hands and draw 5 cards. All players discard a realm from their front rank. Destroys all Undead in play. Destroys all magical items in play. Destroys all Monsters in play. You get an extra turn. Destroys all champions in play of level 4 or less. No players may attack until your next turn. Only Flyers can attack until your next turn. Removes harmful effect of an Event upon you.

Spellfire: Master the Magic and all 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.

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