Champions

There are seven types of champions in the SPELLFIRE game: heroes, wizards, clerics, psionicists, regents, thieves, and monsters — each depicted with an icon in the upper left corner of the card. With the exception of realms, champions are the most important cards in the game. Champions are able to attack and defend realms using spells, magical items, artifacts, allies, psionic power cards, unarmed combat cards, blood abilities, and thief skills.

Champions can be played into your pool during phase 3 of your turn, or can be used from your hand in phase 4 to enter combat as the attacker or defender. While in the pool a champion can have any number of magical items attached, but only one artifact - unless a card's special power allows otherwise.

During a round of combat, a champion can use any number of allies, as well as other types of cards as long as their special powers and icon type permit it (for example, wizards casting wizard spells, regents using blood abilities, etc). A champion's special power may function during a round of combat.

When defeated in battle or removed from play by another card's special power, champions are sent to the discard pile, or in rare cases limbo, abyss or the Void. However, just because a champion is discarded doesn't mean that it's gone forever (though in most cases this is true when sent to the abyss or the void). The special powers of other SPELLFIRE cards may be able to retrieve the champion and return him to play.


Monsters

Most non-humans are considered monsters. Monsters are the champions who 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. When cards refer to monsters, they refer only to monster champions, not allies.


Heroes

Most non-humans are considered monsters. Monsters are the champions who 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. When cards refer to monsters, they refer only to monster champions, mot allies.


Wizards

Most non human are considered monsters. Monsters are the champions who can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power. When cards refer to monsters, they refer only to monster champions, mot allies.


Clerics

Most non human are considered monsters. Monsters are the champions who can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power. When cards refer to monsters, they refer only to monster champions, mot allies.


Psionicists

Most non human are considered monsters. Monsters are the champions who can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power. When cards refer to monsters, they refer only to monster champions, mot allies.


Regents

Most non human are considered monsters. Monsters are the champions who can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power. When cards refer to monsters, they refer only to monster champions, mot allies.


Thieves

Most non human are considered monsters. Monsters are the champions who can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power. When cards refer to monsters, they refer only to monster champions, mot allies.


Races in Spellfire world

There are many races in Spellfire world, some of them have their special racial powers. Some should be known only for proper card play. The most popular race in Spellfire is Humans. In the Flaming Waters region, you can find many elves, trolls, orcs, vampires, golems, and werebeasts. Elves live in huge Metropolis and have their subclasses as High-elves and Half-elves. Frozen Fire and Holy Deadlands are overtaken by the undead, but there are dwarves, giants, and dragons there. Wet deserts is a hole for various creatures, insects, birds, and animals. Blood birth is known for the strange beast born from blood. There have ties with ancient races of awnshegh and ehrshegh.

Most of the time you can find the race of the champion printed directly on the card. If it's not printed, then you should check for the race in the Spellfire app or website. Races are explained in the Glossary section.

Races living the Spellfire world:

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

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 are monster champions, though they can be of any type.

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.

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

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.

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.

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.

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.

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.

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.

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.

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 an artificially created race, most of them can be used either as champions or as magical items.

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

Bloodborns - Bloodborns are special kind of champions or allies. 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 based on other card's special powers. They can be of any type, but most of them are monsters.


Cults in Spellfire world

Cults are one more layer in the game to allocate champions and their powers in the 5th editions Spellfire world. There are 11 cults in the world and all of them give some exclusive bonuses for their members. There are several religious cults, some driven by fanatism, few driven by skill, where members help each other. There are cults uniting members by their choices or circumstances in their life.

Most of the time, you can find the Cult of the champion printed directly on the card. If it's not printed, then you should check if the champion or ally belongs to any cult in Spellfire app, or website. Cults are explained in the Glossary section.

Active Cults at the moment are:

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.

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

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

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

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.

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

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.

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

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.

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

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