The are many new phrases and words here, in the Spellfire game. Trying to determine what a particular thing means could be confusing and challenging. To help eliminate the confusion, we have compiled a glossary of terms below. There are entries that indicate the term used is defined elsewhere on the website or App.
The 3D asset of the particular card is available. This card is ready for AR and VR experience.
Augmented reality experience. It is an interactive experience of a real-world environment where the champions from the Spellfire world are brought into the real world.
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).
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.
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.
Champions and allies who use alchemy blueprints.
Knowledge carried by Alchemists. Unique magical items can be created using Alchemy blueprints. You will need to fuze (burn) various cards for making these items.
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.
The Clan of the Female species lives in harmony with nature. Many Creatures do not fight Amazons. For that, the art of the amazon and creature must match.
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.
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.
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.
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. Only one Avatar per pool is allowed.
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.
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.
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 are a special kind of champions or allies. There are 2 types: Bloodborns and Holy Bloodborns, and it is designated in a card's text box. Bloodborns and Holy Bloodborn gain different bonuses or penalties on other cards' special powers. They can be of any type, but most of them are monsters.
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 powers are activated only if the Brotherhood of the Light (37/Prime) realm is in formation.
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.
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.
The champion is responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster.
Can intercept defensive and offensive spells and psionic powers.
A card with a wizard, hero, cleric, psionicist, regent, thief, or monster icon in the upper left-hand corner of the card.
This is a designation for realms that have cities somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in the cities.
These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule.
Can aid champion in battle as a secondary champion. The art of the cards must match.
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 old Spellfire realms have pictures that depict water and are considered to be coastal realms.
Collect related cards to get a Collectible card or make it more powerful.
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.
This is one round of a battle, the time at which an attacker faces a defender.
Champions and allies designated as creatures gain bonuses or penalties on other card's special powers. Creatures can be of any champion type.
There are secret organizations in the Spellfire world, and some champions are active members of these organizations. Cults are not written directly on the card itself. You can find if the champion belongs to any cult only on the website or the Spellfire app. Cult members get some bonuses.
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.
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.
Champions and allies designated as demons gain bonuses or penalties on other card's special powers. They can be of any champion type. Demons are notable for the intensive usage of Abyss.
This is a designation for realms that have deserts somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
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).
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.
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.
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.
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.
In 25-cards deck, draw 3 cards.In 55-cards deck, draw 3 cards. In 75-cards deck, draw 4 cards. In 115-cards deck, draw 5 cards.
Druids can summon various Creatures for help in Combat. For that, the druid and creature art of the cards must match. Only one Creature can be summoned during the battle.
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. Dungeon must be placed under the realm of the same world. (Logos on the cards must match).
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
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) 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.
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.
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.
Card cannot be used with other magical items on the same champion.
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.
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.
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.
This is a designation for realms with forests somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
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.
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.
Champions and allies designated as gnomes gain bonuses or penalties based on other cards' special powers.
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.
Half-elves have a natural immunity to offensive magical items used against them.
Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling.
This refers to the cards held (but not yet in play) by the player.
In 25-cards deck, maximum hand size is 7 cards. In 55-cards deck, maximum hand size is 8 cards. In 75-cards deck, maximum hand size is 10 cards. In 115-cards deck, maximum hand size is 12 cards.
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 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.
This is a type of champion whose icon gives them the ability to use unarmed combat cards.
High-elves do not sleep and can attack or defend the realms twice.
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.
Bloodborns are a special kind of champions or allies. There are 2 types: Bloodborns and Holy Bloodborns, and it is designated in a card's text box. Bloodborns and Holy Bloodborn gain different bonuses or penalties on other cards' special powers. They can be of any type, but most of them are monsters.
Champions and allies designated as humans gain bonuses or penalties on other card's special powers. Humans can be of any champion type.
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.
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.
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.
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.
Refers to the "The art of the cards must match".
Champions and allies designated as insects gain bonuses or penalties based on other card's special powers. Insects can be of any champion type.
Card special powers are controlled by the Spellfire app. Scan QR code to see the powers. Interactive cards lose their interactivity when switched sides.
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.
This is a designation for realms that have lava somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
On phase 0, the player with Liespreader in a 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 a pool. Cards return from limbo to hand at the start of an opponent's turn. Truthseekers and Liespreaders cannot use their powers in the same turn.
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.
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).
Can be put to limbo on phase 5 to meditate. Goes back to the pool on phase 5 of the player's next turn. Meditation cannot start in the same turn meditation ended.
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.
This is a designation for realms with mountains somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
For magical items: card can be placed in the pool separately from the champion. Any champion can take a mutual magical item before going to the upcoming battle. If defeated - discards. If victorious, placed in the pool separately from the champions. For holdings: card can be placed near the formation. Holding power works for all realms in formation.
Non-Player Character (NPC) might attack you first. Win the battle against NPC before fighting the opponent.
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.
Sneaky and always one step ahead of the opponent. The ninja can attack twice in a battle. The opponent's first defender cannot be used again as a defender.
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.
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.
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.
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.
Champions and allies designated as plants gain bonuses or penalties on other card's special powers. Plants can be of any champion type.
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.
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.
The opposing player draws and discards a card. If the number is Odd, the champion is poisoned and loses half of his base level rounded down. Lasts until the end of turn.
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.
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.
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.
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.
There are very different races living in the Spellfire world. Champions of a specific race gain bonuses or penalties on other cards' special powers.
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.
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.
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.
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.
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.
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 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.
Champions and allies, sometimes realms and holdings, who can use runes.
Knowledge carried by Runecasters. Unique patterns can create various harmful or Helpful effects in the game.
Loyal to the death. When defending, samurai must be defeated twice before being discarded. Magical items and artifacts are not discarded after the first defeat.
Can loot treasures after the victorious battle.
During phase 3, 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 melt into a new form. They are sent to limbo until the shapeshifter transforms to its original form.
This is a designation for realms with snow or ice somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
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.
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).
There are several different sub-races living in the Spellfire world. Champions of a specific race gain bonuses or penalties on other cards' special powers.
This is a designation for realms that have swamps somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
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.
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.
There are two options to use the "tempt fate" feature. The player may draw and discard a card from their draw pile to see the last digit of the first number on the bottom right corner of the card and use that value as a reference for the card powers. Another option is to purchase the "tempt fate" pack of cards and draw a card from this pack to get the value, which will be used as a reference for the card powers. With the "tempt fate" pack, you do not lose cards from your draw pile.
Brotherhood powers are activated only if The Dark Brotherhood (44/Prime) realm is in formation.
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.
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.
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.
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.
On phase 0, the player with Truthseeker in a pool can see the top cards in a selected opponent's draw pile. The amount of cards to see is equal to the truthseekers in a pool. Truthseekers and Liespreaders cannot use their powers in the same turn.
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.
Cards with the attribute unbreakable never go to the discard pile. If discarded, they return to hand and can be removed from play only if sent to the void.
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.
Underdark is a copyrighted term by Wizards of the coast. It is another world (or pseudo-world) in the Old Spellfire game. Some old cards use this term, but it is not used in Spellfire Re-master the magic game.
Card Powers can be Upgraded. Scan QR code to see upgrade options.
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.
Virtual reality experience. A simulated experience that can bring you into the Spellfire world.
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.
The opposing player draws and discards a card. If the number is Odd, the champion is poisoned and loses half of his base level rounded down. Lasts until the end of turn.
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.
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.
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.
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.
This activates as soon as the defender is pushed forward to defend a realm. It takes place before the Order of Activation begins.
These champions can cast wizard spells as part of their icon abilities.
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.
If a worshipper is in a player's pool, an Avatar can be brought into play by discarding allies instead of champions. If 4+ worshippers are in the same pool, an Avatar can be brought into play without discarding any card.