


"Erratas"
Spellfire®
Reference Guide
Volume
II Errata
Version
1.1
The vast number of cards in
the Spellfire game can sometimes
cause even the most dedicated game designer to make an error when detailing a
card’s powers. This document serves to correct such oversights, and it will be
used in conjunction with the two Reference Guides at sanctioned tournaments.
I’d like to thank John
Danovich, Dori Hein, Kevin Melka, Brian Mikula, Bruce Nesmith, Bill Olmesdahl,
and Jim Ward for all of their work on helping make the Spellfire
game even more enjoyable!
If you see errors in this
document (or even those that we’ve missed from the Reference Guide Volume
II), please drop an e-mail at [email protected] so he can include them in
any future errata release.
General
Rules Notes
Don’t forget that the
Tournament Rules (available on TSR’s web page at www.tsr.com) supersede the
rules published in the Reference Guide Volume II. Those rules are more
comprehensive, since we didn’t have to worry about page counts and such for
the electronic release. Here is some other helpful advice on determining a
card’s special power.
Base Level vs. Adjusted Level:
Some cards have special powers that activate based on the level of the opposing
champion. If a card’s special power refers to a “champion’s level,” it
normally means the champion’s adjusted level. If a card’s power
refers to a champion’s base level, it normally states so on the
card, though there are exceptions.
For example, the Living Wall’s power
doesn’t state base level, so some players take that to mean that his
power works against the adjusted level of the champion. But his power is base
level, because he couldn’t be defeated in combat otherwise. A good rule to
follow in all cases is that if a card’s power seems unstoppable, you’re
probably looking at it in the wrong way.
Some champions and allies can change their
“base” levels as well. Any time a card states that it can “become” a
larger level, consider that its base level (the number printed in the icon) has
increased.
Spells and powers before Combat: A
spell, blood ability, thief skill, psionic power card, or unarmed combat card
played in phase 3 that has a stated duration retains that bonus when it enters
combat.
Spells in Combat: Most phase 4
spells can only be cast against the champion opposing your champion in that
round of combat. Some spells, however, can be cast from combat into the pool of
another player. Examples include cards like the Death Spell, Slay Living, and
Cone of Cold.
When determining whether a spell can be cast
from combat into the pool, look at the wording on the card. If the wording
refers to “the opposing champion,” then that spell can’t be cast into the
pool. If the card states things like “any champion” or “a champion,”
then allow the spell to affect a pool champion.
Note that a phase 4 spell cast at a target
outside of the current round of battle doesn’t grant the casting champion any
bonuses whatsoever.
Reflecting and Spell Turning: Spells
that effect all players cannot be Spell Turned or Reflected, just like events
that effect all players cannot be Deflected.
Defeated versus Discarded: An
attacking champion who is defeated is normally sent to the discard pile, but
there are certain times when a card’s special powers defeat a champion and
send him back to his pool. Examples include cards like Rand the Bowyer and the
Storm Giant.
If an attacking champion is defeated but not
discarded, that player’s turn moves into phase 5. He can no longer bring
forward attacking champions since he didn’t win the round of combat. Some
cards, like Word of Recall (FR/37), allow the battle to continue, but in most
cases the battle is ended in a draw.
Phase 3 Cards With Lasting Effects:
Cards played during phase 3 that grant a numerical bonus stay with that
champion until the spell effect or power ends. If no duration is stated, assume
that the power ends at the end of the current turn.
Card Powers: A card only has
its special powers when it is in play. A card in the hand or in Limbo has no
power whatsoever (unless its power specifically applies to being in Limbo or
being in the hand). This means that Delsenora cannot be discarded from the hand
to negate an event; she must be in play first. Onad the Weasel can’t duplicate
an event unless he is in play.
3rd
Edition Cards
171—Kiara:
This card is considered an elf, as stated in the card text.
253—Halfling
Mercenaries: This card’s special powers only affects an opposing
champion.
340—Cone
of Cold:
This spell can be used to remove an artifact from anywhere in play, even another
player’s pool.
378—Black
Tentacles:
This card is missing from the Reference Guide Volume II, even though it
should be there.
Artifacts
Booster
99—Thought
Eaters:
The text detailing an example of the card’s power is in error, since the
Thought Eater’s power prevents spellcasting. It should read that icon
abilities are not lost, so a hero could still play unarmed combat cards and
psionicists could still play psionic power cards.
3/Chase—Psychometron
of Nerad: This artifact’s special power to discard any champion in play only
works if the champion who it is attached to is discarded.
Powers
Booster
4—Sword
of the Avoreen:
This card reduces the level of undead and werebeasts to level 0 at the time it
is played. Thus, a level 4 monster with a +6 magical item and a +2 ally is
reduced to level 0 at the time the card is played. Other non-undead and
non-werebeast cards add to the level after that, however.
13—Rand
the Bower:
Rand’s power works exactly like that of a Wall spell. This means that if
Rand’s power is used as a defender, the battle ends unless the attacker can
fly. If used while an attacker, the defender returns to his pool and the battle
is over.
25—Kelaser
Redbelt:
This champion’s power can be used against any opponent in the game, not
necessarily the opposing champion’s player.
32—Night
of the Blue Moon: This event triples the adjusted level of all werebeasts in
play.
34—Avangion’s
Protection:
The +4 bonus granted by the spell remains until the stated duration has expired,
regardless of what phase that the spell was cast. This makes it a good card for
increasing the adjusted level of a champion before entering combat.
63—Grippli:
Since the Grippli always receives the highest possible level bonus, assume that
any card designated as “?” grants him the maximum possible level bonus.
Likewise, if a magical item’s special power requires a “draw and discard”
to determine its level, assume that the card drawn is the most beneficial (a
“9” in most instances). Note that the card is still drawn, even though the
numerical bonus indicated by the card is not followed.
65—Brandobaris’s
Inversion: The new levels assigned to champions are considered to
be new base levels.
72—Mind
Shield:
The +3 bonus granted by this card lasts until the stated duration has expired,
regardless of when the power is used.
83—Intellect
Fortress:
The +1 bonus granted by this card lasts until the stated duration has expired,
regardless of when the power is used.
92—Melt
Stone:
The Reference Guide lists this as a cleric spell. It’s actually a psionic
power card.
94—Magnify:
A champion who uses this psionic power doubles his adjusted level at the
time the power is played.
98—Psychic
Lock:
If Psychic Lock is played by a defender against an attacker who is immune to
offensive psionics, the defender returns to his pool and the attacker is
victorious. If played by an attacker against a defender who is immune to
psionics, the battle ends and the attacker’s turn moves to phase 5.
Underdark
Booster
Note:
Allies gained from the Triumvirate realms are considered to be separate allies
43—Summon
Lycanthrope:
Champions can be summoned by the spell. In this case, they work as allies and
are discarded along with other cards at the end of the round of battle.
44—Mind
Fog:
Dispel Magic can only be played if it is played immediately in response to this
spell. Once this “Spell Pause” has passed, a player cannot choose to play a
Dispel Magic to negate the effects of the spell.
46—Summon
Undead:
Summoned champions use their level bonus and special powers in addition to those
of any attached cards.
47—Warband
Quest:
The levels added to the champions in a single pool increase those champions’ adjusted
levels.
52—Elemental
Swarm:
When using Elemental Swarm, first take half the caster’s adjusted
level, rounded down, to determine the potency of the spell.
57—Spacewarp:
If this spell is Spell Turned or Reflected, there is no effect.
62—Hovering
Road:
If this spell is Spell Turned or Reflected, there is no effect.
85—Noran:
This card’s special powers can be activated on a whim; it doesn’t
automatically destroy all allies of less than +3.
8/Chase—Cavernous
Hall:
The example given for an instant-defeat is in error, since Gnasher can only
destroy a psionicist champion in a pool (and the holding is in the formation). A
better example would be the Undead Htimsen.
10/Chase—The
Way Out:
The realm that is the target of the attack doesn’t gain use of its position or
restrictions until the event has expired.
14/Chase—Mandate
of Dori the Barbarian: This event only affects those champions whose number
designation is “# of 25.” Champions from the Artifact booster (# of
20) and those chase cards from the full Editions (401–440 and 501–520) are
not affected.
15/Chase—The
Demi-Lich Zyenj: This card’s ability to ignore magical items applies only to offensive
magical items.
Runes
and Ruins
6—City
of Phlan:
An attached holding does not share in the realm’s immunity.
9—Demonweb
Pits:
Under normal circumstances, a spell cannot be cast by a champion outside the
battle. If such a situation arises, though, the special power of the realm
remains in effect.
13—Desert
of Desolation:
Undead defenders gain +4 to their adjusted levels.
31—Falx
the Silver Dragon: Falx gains one to his adjusted level for each magical item.
33—Phoebus
the Lizard Man: Allies only return to the player’s hand if they are on the losing
side of the battle.
41—King
Snurre the Fire Giant: King Snurre’s power to order a champion not to attack occurs when
specified on the card, not in phase 3 of the owning player’s turn as is
normal.
44—Nosnra
the Hill Giant:
Nosnra gains his base level increase whether he is attacking or defending and
not using allies.
49–52—Conjure
(Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected
normally.
64—Volcanic
Eruption:
This event razes any realm that can only be attacked by swimmers and any realm
that can only be attacked by earthwalkers. The realm doesn’t have to have both
of these qualifications on it to get razed. If it has either one, it is subject
to the power (even if additional requirements, like “only flyers and
swimmers,” exist on the card).
80—Huge
Giant’s Rock:
This magical item works just like its lesser cousins, in that the owner of the
Huge Giant’s Rock gets to choose which ally is discarded.
92—Haymaker:
The example given in the text is incorrect, since only a card that affects the
base level of the opposing champion will help the champion who plays the
Haymaker card.
2/Chase—Brain
Drain:
The event stops defensive psionic powers as well as those of an offensive
nature, as stated in the card text.
10/Chase—Horn
of Change: The explanatory text is incorrect. A just-played card is
discarded, not returned to the hand.
15/Chase—Tower
of Spirits: The strategy described in the text is incorrect, since any
champion selected to attack must be legal in all respects (you can’t choose a
champion unable to attack in an effort to end the battle).
18/Chase—Psionic
Reflection: This spell can only be used to reflect back an offensive
psionic power card that has been cast at the player of this spell. Just like
with Spell Turning and Reflection, a player cannot “turn back” a spell that
is not aimed at him. A champion outside the battle can aid a fellow champion,
just like Dispel Magic and similar spells.
24/Chase—The
Phylactery:
Any undead capable of casting spells can use the Phylactery; they do not have to
be a wizard or cleric.
Birthright
24—Revolution:
Any time a realm is defeated in combat, it is razed.
37—Battlewise:
This card should be marked as Defensive.
38—Courage:
This card should be marked as Defensive.
42—Unreadable
Thoughts:
This card should be marked as Defensive.
50—Bless
Land:
When this spell is cast, it doubles the current adjusted levels of all
realm champions in play.
56—Speak
With Monsters:
The explanatory text is incorrect. If an attacking monster is defeated, that
player can make no further attacks and his turn moves into phase 5.
62—Clone:
This spell can be cast at any time (even during another player’s turn) to
allow a player to play a champion from his hand into his pool.
65—The
Spider:
Unlike normal battles, where a realm has to be undefended to be razed, if the
Spider is victorious in her battle, the realm is removed from play. This
includes both defended and undefended realms.
96—Moergan:
This regent’s power is usable once per battle, not once per turn as stated in
the Reference Guide.
Spellfire
is a registered trademark of TSR, Inc. All Rights Reserved. Copyright 1997 by
TSR, Inc.
TSR
grants permission to distribute this errata in paper and electronic form as long
as it remains unchanged.
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