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Water Bender
Levels 1 2 3 4 5 6
185 / 600

Water Bender

High-elf. Swimmer. Controls water. Swimmers must ask permission to swim. Water Bender gets 5 levels against Bloodborn.

Properties

Type
Wizard card type
Power
7
Rarity
Common
Element
Water
World
Holy Deadlands
Edition
Prime
Level
6
Race
Elf/High-elf Female
Phases
4

Copyrights:
Art by: AI art / Ugnius Kiguolis

Story

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Water Bender is a skilled swimmer and can easily outswim most other creatures. She can control Water, allowing him to create currents, waves, and whirlpools. She can also evaporate Water, creating fog or mist, either maintaining the temperature of the Water by freezing to ice or boiling it to steam. The wizard is well known for the illusions he can cause to his opponents. Water can be turned into any shape and mislead intruders. No one can swim next to the Water Bender without his permission. It is believed that Water Bender is in touch with the spiritual world and talks with the spirits of the Water. Water is the key to all life and must be respected. The Water in the rivers, lakes, and oceans is part of Water Bender, and she can control it as he wishes, and she can make it go away or appear out of nowhere. Water Bender is peaceful yet can come up with destruction if necessary to protect his world.

Terms explained

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Elf - Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. Any cards designated as elf (drow), half-elves, high-elves are considered to be elves, but might gain special bonuses or penalties on other card's special powers for their sub-class.

High-elf - High-elf champions and allies are considered to be both elf and high-elf for the purposes of cardplay. Champions and allies designated as high-elf gain bonuses or penalties on other card's special powers. High-elves have natural immunity to offensive magical items used against them. They do not sleep and can attack or defend the realms twice.

Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle. A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. In situations where a champion or ally has several types of movement, the champion can choose which type of movement to use. For example, if a champion becomes a flyer and swimmer, they can choose how to move. The statement 'flyers cannot attack' does not restrict the champion from swimming to that realm, and 'only flyers can attack' does not mean that the swimming ability makes the champion unable to attack.