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 me an e-mail at oracle@wizards.com so I 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.

Underdark Booster
Note: Allies gained from the Triumvirate realms are considered to be separate allies

TSR grants permission to distribute this errata in paper and electronic form as long as it remains unchanged.

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