It can sometimes be a bit confusing when you try to determine what a particular phrase really means. The following glossary of terms is designed to help eliminate the confusion. Entries indicate that the term used is defined elsewhere in the App and website.

Glossary

Abyss
This is a place where cards are sent when they are struck by spells such as Estate Transference (437/3rd), Takhisis’ Abyssal Gateway (13/DL Chase), or Mindkiller (56/UD). Events that were discarded but never used are sent to the Abyss as well. Cards can be recovered from the Abyss through cards like the Gatekeeper (422/3rd) or Karlott the Shaman (63/3rd). A champion with a once-per-turn power recovered from the Abyss still must wait for a full turn before using his power (unless he's already been out of play for more than a full turn since he was sent to the Abyss).

Adjusted Level
This is the current level of a champion (his or her base (printed) level plus bonuses for attached cards). If a card does not specify a card's base or adjusted level, it is considered to be referring to the adjusted level.

Adventurers
This is a card type that gains powers based on other adventurers being in the pool. An adventurer who enters combat retains powers as if he was in the pool.

Allies
These cards are added to a champion (normally during phase 4; combat) to increase its adjusted level. They are not considered to be a specific type of champion (hero, wizard, monster, etc.) even if the picture looks like it should be. Some allies are considered to be undead, dragons, flyers, Earthwalkers, or to possess some other classification related to movement or race.

Amazons
The Clan of the Female species lives in harmony with nature. Many Creatures do not fight Amazons. The art of the cards of these creatures must match.

Artifacts
These powerful items can be attached only to a champion from the same world as the artifact. Each champion can have only one artifact attached to him at a time, though the Ego Coin (419/2nd) can allow a single champion to own artifacts from any world. A few artifacts can also be attached to realms of the same world (during phase 3; or during phase 4 if the realm is defending itself). Artifacts are not considered to be magical items.

Attached Cards
Magical items and artifacts are typically attached to champions (and rarely realms) during phase 3 or 4 of a player's turn. Other cards (such as spells, blood abilities, thief abilities, unarmed combat cards, and others) can also be attached to a champion (normally during phase 4; combat). Magical items and artifacts normally return from battle with the victorious champion; other attached cards are normally discarded at the end of a round of battle. During combat, an attached card is one that normally stays in the combat until the end. It does not include cards that just “happen” and go away.

Attachments
Sometimes, a card's power will refer to an opposing card's "attachments." Most of the time, this means all of the cards are currently attached to the opposing champion. It can sometimes mean only magical items and artifacts.

Avatars
These cards represent the gods of the Spellfire card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Nenioc (187/3rd) can be sacrificed to bring any avatar into play.

Base Level
This is the level printed on the card. In some cases, a card's base level can change due to time of day or other circumstances. Raistlin Majere (31/DL) is one example of a card whose base level can change. It's also possible that another card can affect a champion's base level, such as Orcus (44/NS). Such adjustments are always applied to a champion's base level on a permanent basis (outside of Order of Activation). In other words, the champion's adjusted base level becomes his new permanent base level as long as the cards granting the adjustment remain in play.

Battle
This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is involved.

Blood Abilities
This card type can be used by regent champions as a part of their icon abilities. All blood abilities are either offensive or defensive in nature, just like spells.

Bloodborns
Bloodborns are a special kind of champion or ally. There are 2 sub-races for Bloodborns: Ehrsheghs and Awnshegs. It is designated in a card's text box. Ehrsheghs and Awnshegs gain different bonuses or penalties on other card's special powers. They can be of any type, but most of them are monsters

Bluelines
This is a rules addendum that fixes card classifications, such as making a particular champion undead or granting flying to a champion because the picture on the card shows wings. Bluelines are always legal in tournament play and are used by most playing groups.

Brotherhood of the Light
Activates only if Brotherhood of the Light (37/5th) realm is in formation. Champions and allies with the word Light written on the card are doubled in level and immune to wizard spells. Brothers get 3 levels.

Calm
This term refers to ignoring the effects of a harmful event for a particular player. The event still affects other players in the game, but the player who Calms the event continues to play as if the event wasn't there.

Cancel
This term refers to a method for removing a particular type of card from play or canceling its special power. For example, Limited Wish cancels an event card, removing it from play and sending it to the Void before its effects occur. Some cards are immune to cancellation, such as the Genie Bottle.

Caster
The champion is responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster.

Champion
A card with a wizard, hero, cleric, psionicist, regent, thief, or monster icon in the upper left-hand corner of the card.

Clerics
These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule.

Coast
This is a designation for realms that have an ocean or sea somewhere in the illustration. Coastal realms can be attacked by swimming champions and allies, regardless of the realm's position in the formation. Some realms (like Doc's Island (5/RR)) have pictures that depict water but are still considered to be coastal realms.

Combat
Same as a battle: This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is involved.

Combat Round
This is one round of a battle, the time at which an attacker faces a defender.

Creatures
Champions and allies designated as creatures gain bonuses or penalties on other card's special powers. Creatures can be of any champion type.

Defeated
A champion is considered to be defeated if he is forced to be discarded from battle through card play, or his adjusted level is lower than his opponent's and the owner either cannot or will not play cards to increase his level. Unless a champion's power states otherwise, defeated champions are normally sent to the discard pile. If a card states that the defeated champion is discarded, then the champion goes to the discard pile regardless of special powers.

Defensive
This designator means that the card has a power that affects only itself (not an opposing champion). For example, the Mirror Image spell (386/4th) doubles the casting champion's level. Unless specifically noted, a champion is never immune to defensive cards.

Discard Pile
When a card is discarded as a result of combat or another card's special powers, it is placed in that player's discard pile. Several cards in the game can cause a discard pile to be reshuffled into a player's draw pile, or allow a card to be drawn from here during the course of the game. Discard piles are always kept separated from other areas (the Abyss, Limbo, the Void, and the draw pile).

Discarded
Spellfire cards are discarded as a result of being defeated in battle, or by another card's special powers during other phases of the game, such as spells cast into an opponent's pool. Unless otherwise stated, cards that are discarded go to a player's discard pile. Discarded cards are always sent to their owner's discard pile even if they were being used by another player via a card's special powers. Other phrases in the game that mean the same as discarded are killed, swallowed, devoured, or slain. Remember that being discarded causes a defeat, but being defeated doesn’t always cause a discard.

Dispel
This normally means casting Dispel Magic or Dispel on a spell card. Champions whose spells cannot be affected by the Dispel Magic spell can't have their spells dispelled in this manner.

Dragons
Champions and allies designated as dragons gain bonuses or penalties based on other card's special powers. Many dragons are monster champions, though they can be of any type. Not all Dragons are "Flyers". Unless the card says "Flyer", it is not a flyer.

Draw Pile
This is the stack of cards from which a player draws his three cards at the beginning of his turn. When a player picks the last card from his draw deck, he is not entitled to any more cards until he creates a new draw pile. At the end of the turn in which he runs out of cards, he reshuffles his discard pile and that becomes his new draw pile.

Druids
Druids can summon various Creatures for help in Combat. The art of the cards must match. Only one Creature can be summoned during the battle.

Dungeon Cards
These special cards are considered free cards in deck construction; they don't count as part of a deck, thereby creating actual deck sizes of 56, 76, or 111 cards. Dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection.

Dwarves
Champions and allies designated as dwarves gain bonuses or penalties based on other card's special powers. Some older Cards designated as being duergar are also dwarves. Not all dwarves are "Earthwalkers". Unless the card says "Earthwalker", it is not an earthwalker

Earthwalking
A champion with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to Earthwalkers, or that Earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to Earthwalk is not granted to allies unless it specifically states so in the Earthwalker's card.

Elf (Drow)
Elf (Drow) champions and allies are considered to be both elf and elf (drow) for the purposes of card play. Champions and allies designated as elves (drows) gain bonuses or penalties on other card's special powers.

Elves
Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. There are several sub-races: Elf (Drow) (some old cards), Half-elves, and High elves. High-elves have a natural immunity to offensive magical items used against them. They do not sleep and can attack or defend the realms twice.

Events
These cards can be played at any time unless a specific time to play is stated on the card. Each has a special power that takes effect immediately. Once played, an event is placed in the Void and cannot be played again. If it is somehow discarded and not used, it is placed in the Abyss.

Exiles
Exiles do not participate in the normal world order. Rules and Dungeons that affect everyone or this player's whole pool do not apply to exiled characters.

Exposed Realm
The foremost realm is the only one a champion can attack if he's not a flyer, swimmer, or Earthwalker, or possesses some other special power. As a player's realms get razed and flipped over, the ones behind them become exposed and can be attacked. In the pyramid shape of the formation, each realm in the middle row protects two realms in the last row. The center realm in the last row is protected by both realms in the middle row.

Flyers
Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automatically granted to allies unless it specifically states so on the flyer's card.

Formation
The pattern of realm cards on the table is called the formation. The standard formation is a six-card pyramid with the base facing the owner.

Giants
Champions and allies designated as giants gain bonuses or penalties based on other card's special powers. Many giants are monster champions, though they can be of any type.

Gnome
Champions and allies designated as gnomes gain bonuses or penalties based on other cards' special powers.

Golems
Champions and allies designated as golems gain bonuses or penalties based on other card's special powers. Many golems are monster champions, though they can be of any type. Golems are artificially created races, most of them can be used either as champions or as magical items.

Halfling
Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling.

Hand
This refers to the cards held (but not yet in play) by the player.

Harmful
Harmful is a designation for event cards that have detrimental effects on one or more players in the game. These types of events can be negated through the use of Calm (400/3rd), or any other card whose special power negates harmful events.

Helpful
Helpful is a designation for event cards that have beneficial effects for one or more players in the game. These types of events cannot be negated through the use of Calm, though they can be negated by other cards whose special powers negate helpful events. Helm (255/4th), Intercession (48/RR), and Limited Wish (382/4th) can all stop helpful events.

Heroes
This is a type of champion whose icon gives them the ability to use unarmed combat cards.

Holdings
A holding is attached to a realm during phase 2 of a player's turn. A holding must be from the same world as the realm unless otherwise stated by a special power. For example, a DARK SUN holding can only be placed on a DARK SUN realm. It could not be placed on a realm with any other world logo. In most cases, the power of the holding can only be used when the realm it's attached to is being attacked.

Humans
Champions and allies designated as humans gain bonuses or penalties on other card's special powers. Humans can be of any champion type.

Icon
The icon is the symbol in the upper left-hand corner of a card, designating the type of card. Within the icon is the level or level bonus the card possesses, if any.

Ignore
Same as immune: Spellfire cards with immunity cannot be affected by a specific type of card or card effect. This includes the levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards.

Immunity
Spellfire cards with immunity cannot be affected by a specific type of card or card effect. This includes the levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards.

In Play
This term refers to cards that are on the table, but not those in the player's hand, discard pile, limbo, or the Abyss. Cards in the pool, realms, and holdings in the formation, and any card being used in a battle are considered in play. Even razed realms are considered in play. Cards with a stated duration of effect are placed on the table and are considered in play.

Insects
Champions and allies designated as insects gain bonuses or penalties based on other card's special powers. Insects can be of any champion type.

Kender
Same as halfling: Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling.

Liespreaders
In phase 0, the player who has Liespreader in the pool can draw cards from a selected opponent's hand and place them in Limbo without looking into them. The amount of cards to draw is equal to the Liespreaders in the pool. Cards return from limbo to hand at the start of the opponent's turn.

Limbo
Cards temporarily removed from play by another card's special powers, but not discarded or sent to the Abyss or Void, are instead sent to Limbo. Cards in Limbo return to play at the end of their player's next turn. If an opponent puts a realm or champion into play that is currently in Limbo, the Rule of the Cosmos discards the card in Limbo when it returns to play. A champion sent to Limbo during combat loses all of his attachments. A champion sent to Limbo outside of combat retains his attachments.

Magical Items
These devices have inherent magical powers and are attached to a champion during phase 3 or phase 4 (combat). A champion can carry any number of magical items. Each magical item lists whether it is defensive (only affects the wielder's side) or offensive (affects the opposing side). All of a champion's magical items can be used when attacking or defending a realm (unless otherwise indicated).

Monsters
Monsters can use magical items and artifacts normally, in addition to whatever other special powers they possess. The red monster icon does not possess icon power.

Negate
This term refers to a method for removing a particular type of card from play or stripping a card of its special power. Some cards might be immune to negation-related powers. For example, "negating a just-cast spell" would refer to dispelling a spell. Thus, a champion who can't have his spell dispelled would be immune to the power.

Ninjas
Sneaky and always one step ahead of the opponent. Can attack twice in a turn. The opponent's first defender cannot be used again as a defender.

Offensive
This designator means that the card has power that directly affects another card. For example, the Vorpal Blade (56/FR) instantly defeats an opposing champion if the player draws a "3" or less, making that an offensive item.

Opponent
This normally means the player or champion you are facing in battle. Some special powers can be used against any opponent, while some can be used against only the opposing player or champion.

Orcs
Champions and allies designated as orcs gain bonuses or penalties based on other card's special powers. Many orcs are monster champions, though they can be of any type.

Phase
The Spellfire game is divided up into phases that divide out the order of play. Phase 1 is when you draw cards, phase 2 is when you play realms, etc. Refer to the Game Play section of the rules for a complete listing.

Played against in combat
This refers to cards played into combat; cards currently attached don't count toward activating a special power with this stipulation. For example, the Rod of 7 Parts, Part 7 (27/AR) allows the wielder to ignore one card played against him in combat. Any card entering the combat after the special powers of attacker and defender (and their attached items) have activated can thus be ignored.

Player
This refers to the person playing the game; the one who controls the actions for a particular group of champions and other cards. When a card states that it targets the player, it normally refers to his hand of cards.

Pool
Champions, magical items, and artifacts that have been put in play are kept in the pool. When a champion attacks or defends, it is not considered to be in the pool. Cards in the pool cannot be returned to the player's hand, except as a result of a card's special power. The cards in the pool do not count against the player's hand size limit. A player can place any number of champions in his pool. A player with no realms (including razed ones) must discard his entire pool at the end of the current player's turn. Cards are typically played into a player's pool during phase 3 of their turn or as a result of spoils of victory.

Psionic Attack
This refers to any offensive psionic power or ability. For example, Agis (261/1st) can psionically destroy an opposing monster. Cards with immunity to offensive psionics (or psionic attack) would be immune to his power.

Psionic Power Cards
These cards are usable by psionicist champions as part of their icon ability (the same way a wizard is able to use wizard spells). Like spells, psionic power cards are either offensive or defensive and can be canceled by other cards' special powers.

Psionicist
This champion type is able to use psionic power cards as part of its icon ability. Psionicists may also have a special power that is either offensive or defensive (see individual card entries) that can be negated by the special powers of other cards. Psionicists can also use allies, magical items, artifacts of the same world, and other cards (such as spells) depending on their special powers.

Rarity
This is the frequency of the cards in distribution. The four types of rarity are Common, Uncommon, Rare, and Chase. Chase cards are the rarest of all Spellfire cards. If a card's rarity is referred to as Realm, this indicates that it's a common card.

Razed Realm
When a champion attacks a realm and the defending player does not put forward a champion to defend it, the realm is razed. The realm card is turned upside down but remains in the formation (preventing other players from playing the same realm into their formations). The powers of the realm no longer function. Any holdings attached to the realm are discarded. Razed realms are discarded when a new realm is played in that portion of the formation. During phase 2 of a player's turn, he can discard 3 cards from his hand to rebuild a razed realm instead of playing one from his hand.

Realms
Typically a kingdom, nation, or empire, realms are placed in the player's formation. Unless otherwise stated in the card's special powers, the powers of a realm can only be used when the realm is being attacked. Realms are placed into the formation facing the opponent so he can read the realm's special powers.

Regents
This type of champion is able to use blood ability cards as part of the champion's icon ability (the same way that a cleric is able to cast cleric spells). Regents can also use magical items, artifacts of the same world, and any other cards allowable by their special powers.

Removed from Game
Same as Void: The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards can never be retrieved from the Void by another card.

Round
A round is single combat of champion vs. champion, one the attacker, and one the defender. It may include any number of spells, allies, and magical items. A battle frequently lasts multiple rounds.

Rule Cards
Rule cards are played at the beginning of a player's turn (phase 0) before he draws his three cards. These cards change the rules of the game in a very specific manner. This change affects all players for as long as the rule card is in play. If another player puts a rule card into play, the previous one is discarded and the power no longer has any effect on play.

Samurais
Loyal to the death. When defending, must be defeated twice before being discarded. Attachments are not discarded after the first defeat.

Shapeshifters
Shapeshifters can fully transform into a different form. The new form is psionic, can not cast spells, and use unarmed combat cards. magical items and artifacts meld into a new form. They are sent to limbo until the shapeshifter transforms to its original form.

Special Powers
Most cards in the Spellfire game have special powers, which can be found in the card's text box. Special powers take effect whenever a card is used during the game or is the target of another card's special powers. When a card's special powers take effect is based on the cards type (see Order of Activation). Another term for special powers is special abilities.

Spells
Wizards and clerics can cast spells as part of their champion's icon ability. Wizards cast only wizard spells and clerics cast only cleric spells. Each spell lists whether it is defensive or offensive. It has nothing to do with who is attacking or defending. Offensive spells can be used when attacking or defending a realm, as can defensive spells. Each spell also lists what phase of a player's turn it can be cast (for example, Off/4). Only the current player can cast spells in phase 3 or 5. The attacker and defender can both cast spells in step 4. There are also spells that can be cast at any time as long as there is a champion in the pool able to cast the spell. Some spells can be cast at any time to counter another spell or event (like Dispel Magic or Limited Wish).

Swimmers
A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. For example, Raven's Bluff (11/3rd) shows a coastline in the picture, and thus is vulnerable to swimmers. This also includes realms with pictures instead of maps that depict coasts, such as Doc's Island (5/RR). 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.

Sword
Certain magical items are designated as being a sword in the cards' special power box. Such magical items gain bonuses based on other cards' special powers, such as a champion who gets additional levels when using a sword. Magical items that are swords are also weapons.

The Dark Brotherhood
Activates only if The Dark Brotherhood (44/5th) realm is in formation. All Brothers in play are bonded by the dark wow, get 3 levels and immunity to psionic powers.

Thief Skills
These cards can be used by thief champions as part of the champion's icon ability. Thief skills are either offensive or defensive and are usable only during a certain phase of a player's turn (for example Def/4). These cards can also be used by other champions whose special powers designate they can use thief skills.

Thieves
This type of champion can use thief skills as part of the champion's icon ability (the same way a cleric can cast cleric spells). Thieves can also use allies, magical items, artifacts of the same world, and any other cards allowable by their special powers.

Trademark
Same as world: This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no effect on determining which cards can be attached. The Spellfire logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions. Spellfire trademark is NOT owned by the TSR, Wizards of the Coast, or Hasbro.

Trolls
Champions and allies designated as trolls gain bonuses or penalties based on other card's special powers. Many trolls are monster champions, though they can be of any type.

Truthseekers
On phase 0, the player who has Truthseeker in the pool can see the top cards in the selected opponent draw pile. The amount of cards to see is equal to the truth-seekers in the pool. Truthseekers and Liespreaders can not use their powers in the same turn.

Unarmed Combat Cards
The champion type that can use this kind of card is designated in the card's special powers, but are generally heroes, dragons, or undead. These cards are either offensive or defensive and are generally used during phase 4.

Undead
Undead are a special kind of champion or ally, designated in a card's text box. Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise. Many undead monsters are champions, though they can be of any type.

User
This is the champion (not the player) who uses a psionic power, unarmed combat, thief skill, or blood ability card. Unless otherwise specified, such cards that are turned are sent back to the using champion.

Vampires
Vampires are a special kind of champion or ally, designated in a card's text box. Not all Vampires are "Undead". Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise. Many vampires are monster champions, though they can be of any type.

Void
The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards can never be retrieved from the Void by another card.

Weapon
Certain magical items are designated as being a weapon in either the card's special powers or in the blueline corrections. Such magical items gain additional bonuses based on other cards' special powers, such as a champion who gains additional levels when using a weapon.

Werebeasts
Champions and allies designated as werebeasts gain bonuses or penalties based on other card's special powers. Many werebeasts are monster champions, though they can be of any type.

When Attacking
This activates as soon as the attacker is pushed forward to attack. No defender is needed for this to activate. It takes place before the Order of Activation begins.

When Defending
This activates as soon as the defender is pushed forward to defend a realm. It takes place before the Order of Activation begins.

Wizards
These champions can cast wizard spells as part of their icon abilities.

World
This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no effect on determining which cards can be attached. The AD&D logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions.

Worshippers
If a worshipper is in a player's pool, an Avatar can be brought into play without discarding a cleric. If 3+ worshippers are in the same pool an Avatar can be brought into play without discarding any card.