By Jim Butler
The vast number of cards in the Spellfire game can sometimes cause even the most
dedicated game designer to make an error when detailing a card's powers. This document
serves to correct such oversights, and it will be used in conjunction with the two
Reference Guides at sanctioned tournaments.
I'd like to thank John Danovich, Dori Hein, Kevin Melka, Brian Mikula, Bruce Nesmith, Bill Olmesdahl, and Jim Ward for all of their work on helping make the Spellfire game even more enjoyable!
If you see errors in this document (or even those that we've missed from the Reference Guide Volume II), please drop me an e-mail at firstname.lastname@example.org so I can include them in any future errata release.
Don't forget that the Tournament Rules (available on America Online at Keyword: TSR in the Download Library/Errata & Checklists folder and on TSR's web page at www.tsrinc.com) supersede the rules published in the Reference Guide Volume II. Those rules are more comprehensive, since we didn't have to worry about page counts and such for the electronic release. Here is some other helpful advice on determining a card's special power.
Base Level vs. Adjusted Level: Some cards have special powers that activate based on the level of the opposing champion. If a card's special power refers to a "champion's level," it normally means the champion's adjusted level. If a card's power refers to a champion's base level, it normally states so on the card, though there are exceptions.
For example, the Living Wall's power doesn't state base level, so some players take that to mean that his power works against the adjusted level of the champion. But his power is base level, because he couldn't be defeated in combat otherwise. A good rule to follow in all cases is that if a card's power seems unstoppable, you're probably looking at it in the wrong way.
Some champions and allies can change their "base" levels as well. Any time a card states that it can "become" a larger level, consider that its base level (the number printed in the icon) has increased.
Spells and powers before Combat: A spell, blood ability, thief skill, psionic power card, or unarmed combat card played in phase 3 that has a stated duration retains that bonus when it enters combat.
Spells in Combat: Most phase 4 spells can only be cast against the champion opposing your champion in that round of combat. Some spells, however, can be cast from combat into the pool of another player. Examples include cards like the Death Spell, Slay Living, and Cone of Cold.
When determining whether a spell can be cast from combat into the pool, look at the wording on the card. If the wording refers to "the opposing champion," then that spell can't be cast into the pool. If the card states things like "any champion" or "a champion," then allow the spell to affect a pool champion.
Note that a phase 4 spell cast at a target outside of the current round of battle doesn't grant the casting champion any bonuses whatsoever.
Reflecting and Spell Turning: Spells that effect all players cannot be Spell Turned or Reflected, just like events that effect all players cannot be Deflected.
Defeated versus Discarded: An attacking champion who is defeated is normally sent to the discard pile, but there are certain times when a card's special powers defeat a champion and send him back to his pool. Examples include cards like Rand the Bowyer and the Storm Giant.
If an attacking champion is defeated but not discarded, that player's turn moves into phase 5. He can no longer bring forward attacking champions since he didn't win the round of combat. Some cards, like Word of Recall (FR/37), allow the battle to continue, but in most cases the battle is ended in a draw.
Phase 3 Cards With Lasting Effects: Cards played during phase 3 that grant a numerical bonus stay with that champion until the spell effect or power ends. If no duration is stated, assume that the power ends at the end of the current turn.
Card Powers: A card only has its special powers when it is in play. A card in
the hand or in Limbo has no power whatsoever (unless its power specifically applies to
being in Limbo or being in the hand). This means that Delsenora cannot be discarded from
the hand to negate an event; she must be in play first. Onad the Weasel can't duplicate an
event unless he is in play.
171--Kiara: This card is considered an elf, as stated in the card text.
253--Halfling Mercenaries: This card's special powers only affects an opposing champion.
340--Cone of Cold: This spell can be used to remove an artifact from anywhere in play, even another player's pool.
378--Black Tentacles: This card is missing from the Reference Guide Volume
II, even though it should be there.
99--Thought Eaters: The text detailing an example of the card's power is in
error, since the Thought Eater's power prevents spellcasting. It should read that icon
abilities are not lost, so a hero could still play unarmed combat cards and psionicists
could still play psionic power cards.
3/Chase--Psychometron of Nerad: This artifact's special power to discard any champion in play only works if the champion who it is attached to is discarded.
4--Sword of the Avoreen: This card reduces the level of undead and werebeasts
to level 0 at the time it is played. Thus, a level 4 monster with a +6 magical item and a
+2 ally is reduced to level 0 at the time the card is played. Other non-undead and
non-werebeast cards add to the level after that, however.
13--Rand the Bower: Rand's power works exactly like that of a Wall spell. This means that if Rand's power is used as a defender, the battle ends unless the attacker can fly. If used while an attacker, the defender returns to his pool and the battle is over.
25--Kelaser Redbelt: This champion's power can be used against any opponent in the game, not necessarily the opposing champion's player.
32--Night of the Blue Moon: This event triples the adjusted level of all werebeasts in play.
34--Avangion's Protection: The +4 bonus granted by the spell remains until the stated duration has expired, regardless of what phase that the spell was cast. This makes it a good card for increasing the adjusted level of a champion before entering combat.
63--Grippli: Since the Grippli always receives the highest possible level bonus, assume that any card designated as "?" grants him the maximum possible level bonus. Likewise, if a magical item's special power requires a "draw and discard" to determine its level, assume that the card drawn is the most beneficial (a "9" in most instances). Note that the card is still drawn, even though the numerical bonus indicated by the card is not followed.
65--Brandobaris's Inversion: The new levels assigned to champions are considered to be new base levels.
72--Mind Shield: The +3 bonus granted by this card lasts until the stated duration has expired, regardless of when the power is used.
83--Intellect Fortress: The +1 bonus granted by this card lasts until the stated duration has expired, regardless of when the power is used.
94--Magnify: A champion who uses this psionic power doubles his adjusted level at the time the power is played.
98--Psychic Lock: If Psychic Lock is played by a defender against an attacker who is immune to offensive psionics, the defender returns to his pool and the attacker is victorious. If played by an attacker against a defender who is immune to psionics, the battle ends and the attacker's turn moves to phase 5.
Note: Allies gained from the Triumvirate realms are considered to be separate
43--Summon Lycanthrope: Champions can be summoned by the spell. In this case, they work as allies and are discarded along with other cards at the end of the round of battle.
44--Mind Fog: Dispel Magic can only be played if it is played immediately in response to this spell. Once this "Spell Pause" has passed, a player cannot choose to play a Dispel Magic to negate the effects of the spell.
46--Summon Undead: Summoned champions use their level bonus and special powers in addition to those of any attached cards.
47--Warband Quest: The levels added to the champions in a single pool increase those champions' adjusted levels.
52--Elemental Swarm: When using Elemental Swarm, first take half the caster's adjusted level, rounded down, to determine the potency of the spell.
57--Spacewarp: If this spell is Spell Turned or Reflected, there is no effect.
62--Hovering Road: If this spell is Spell Turned or Reflected, there is no effect.
85--Noran: This card's special powers can be activated on a whim; it doesn't automatically destroy all allies of less than +3.
8/Chase--Cavernous Hall: The example given for an instant-defeat is in error, since Gnasher can only destroy a psionicist champion in a pool (and the holding is in the formation). A better example would be the Undead Htimsen.
10/Chase--The Way Out: The realm that is the target of the attack doesn't gain use of its position or restrictions until the event has expired.
14/Chase--Mandate of Dori the Barbarian: This event only affects those champions whose number designation is "# of 25." Champions from the Artifact booster (# of 20) and those chase cards from the full Editions (401440 and 501520) are not affected.
15/Chase--The Demi-Lich Zyenj: This card's ability to ignore magical items applies only to offensive magical items.
6--City of Phlan: An attached holding does not share in the realm's immunity.
9--Demonweb Pits: Under normal circumstances, a spell cannot be cast by a champion outside the battle. If such a situation arises, though, the special power of the realm remains in effect.
13--Desert of Desolation: Undead defenders gain +4 to their adjusted levels.
31--Falx the Silver Dragon: Falx gains one to his adjusted level for each magical item.
33--Phoebus the Lizard Man: Allies only return to the player's hand if they are on the losing side of the battle.
41--King Snurre the Fire Giant: King Snurre's power to order a champion not to attack occurs when specified on the card, not in phase 3 of the owning player's turn as is normal.
44--Nosnra the Hill Giant: Nosnra gains his base level increase whether he is attacking or defending and not using allies.
49-5--Conjure (Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected normally.
80--Huge Giant's Rock: This magical item works just like its lesser cousins, in that the owner of the Huge Giant's Rock gets to choose which ally is discarded.
92--Haymaker: The example given in the text is incorrect, since only a card that affects the base level of the opposing champion will help the champion who plays the Haymaker card.
2/Chase--Brain Drain: The event stops defensive psionic powers as well as those of an offensive nature, as stated in the card text.
10/Chase--Horn of Change: The explanatory text is incorrect. A just-played card is discarded, not returned to the hand.
15/Chase--Tower of Spirits: The strategy described in the text is incorrect, since any champion selected to attack must be legal in all respects (you can't choose a champion unable to attack in an effort to end the battle).
18/Chase--Psionic Reflection: This spell can only be used to reflect back an offensive psionic power card that has been cast at the player of this spell. Just like with Spell Turning and Reflection, a player cannot "turn back" a spell that is not aimed at him. A champion outside the battle can aid a fellow champion, just like Dispel Magic and similar spells.
24/Chase--The Phylactery: Any undead capable of casting spells can use the Phylactery; they do not have to be a wizard or cleric.
24--Revolution: Any time a realm is defeated in combat, it is razed.
50--Bless Land: When this spell is cast, it doubles the current adjusted levels of all realm champions in play.
56--Speak With Monsters: The explanatory text is incorrect. If an attacking monster is defeated, that player can make no further attacks and his turn moves into phase 5.
62--Clone: This spell can be cast at any time (even during another player's turn) to allow a player to play a champion from his hand into his pool.
65--The Spider: Unlike normal battles, where a realm has to be undefended to be razed, if the Spider is victorious in her battle, the realm is removed from play. This includes both defended and undefended realms.
96--Moergan: This regent's power is usable once per battle, not once per turn as stated in the Reference Guide.
Spellfire is a registered trademark of TSR, Inc. All
Rights Reserved. Copyright 1997 by TSR, Inc.
TSR grants permission to distribute this errata in paper and electronic form as long as it remains unchanged.