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Find the Path
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Find the Path

This player's champions and allies can attack any opposing realm, regardless of position or restrictions, until the end of this turn. (Def/3)

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Cleric Spell card type
Rarity
Common
World
AD&D
Edition
Draconomicon
Level
1
Phases
3

Copyrights:
TSR
Wizards of the Coast

Extended description

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The casting player's champions and allies can attack any opposing realm, regardless of formation position or restrictions placed on a realm. If a realm can discard an ally (like Gulg [4th-29]), the ally is still discarded. Any realm that states that a champion type cannot attack - like Ruins of Zhentil Keep [4th-2] – can’t be attacked by this player's champions or allies for the duration of this spell. A realm stating allies cannot attack - like Daggerdale [4th-7] - still prevents allies from attacking; Find the Path only allows the cards to get there. If the spell is suddenly ended by an opponent the current battle must be adjusted accordingly.

If allies cannot be played, as with Daggerdale, then no more can be added, but the ones in battle remain. If the current champion type cannot attack the realm - like a monster attacking Valley of the Mage [4th-26], the battle is finished as normal, but no more champions of that type can attack this round. If the realm can only be attacked by a certain type of champion as Mintarn [NS-3] (which can only be attacked by flyers or swimmers), then the current battle finishes as normal, but then only flyers or swimmers can continue attacking. Find the Path is a good cleric spell to allow the whole pool to attack an opponent, especial when their land is almost impossible to reach, and the opponent's pool is well stocked with defenders. This card should not be put in a deck with champions able to attack a variety of different realms, in such a deck an offensive card usable in battle would be more preferable.

This powerful priest spell is bestowed by the gods to give a faithful priest the ability to find the shortest path to what he seeks. Given extra sensory perception, the priest enchanted can find the correct direction, steering away from danger and through mazes created to deter trespassers