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SPELLFIRE: Master the Magic

First Edition Printing


This card list is copyrighted, but may be distributed freely in unmodified form at no more than cost of duplication.
It is an original work with paraphrased card descriptions provided to assist players and collectors.
It is not approved by TSR, but it should not violate the rights and protection that they are entitled to.
Comments, questions and other issues can be directed to the author at: dangelo@netcom.com
Key:

(50,192,000 total print run size)


of 25 cards are shown in bold underlined text.
( 1,425,600 == 57,024 of each of 25 cards)
Rare cards are shown in bold text.
( 5,504,000 == 53,440 of each of 100 cards)
Uncommon cards are shown in italicized text.
(11,168,000 == 111,680 of each of 100 cards)
Realm cards are shown in underlined text.
( 5,344,000 == 110,080 of each of 50 cards)
Common cards are shown in normal text.
(26,750,400 == 178,336 of each of 150 cards)
[Global] is used to indicate an effect which exists as long as a card is in play as opposed to when it is involved in a battle.

The First Edition cards can be identified by the First Edition text on the card back and the of 400 or of 25 next to the card number.
The Realm cards come in 2 varieties: left and right. When the back has the word Spellfire up, the front will have the text box on the left or the right.

AD&D Champions (of 25)


#
1
2
3
4

Card Name
Sakornia
Edormira, Red Dragon
Gloriana
Gib Ekim
Neirgral, Green Dragon
Dagaronzie, Green Dragon
Fejyelsae
Shalbaal, Red Dragon

Type
Hero
Monster
Wizard
Hero
Wizard
Monster
Monster
Hero
Monster

Level
6
7
6
5
7
7
8
10
6

5
6
7
9
10
11
12
13
14
15
16

Delsenora
Gib Evets
Dori the Barbarian
Gib Htimsen
Darbee
Aurum, Gold Dragon
Halcyon

Cleric
Monster
Hero
Monster
Hero
Monster
Cleric

7
8
6
9
6
7
7

17
18
19
21
22
23

Stryck
Alicia
Red Zeb
Smolder, Red Dragon
Lovely Colleen
Ember, the Red Dragon

Monster
Wizard
Monster
Monster
Hero
Monster

7
8
9
8
7
9

24
25

Andra the Wise


Karm, Black Dragon

Cleric
Monster

8
10

Ability
+3 levels when using an artifact.
Flyer. Opponent cannot defend with Monsters.
Opponent cannot use Flyers.
Must choose type at start of round.
Flyer. Neither side can use allies of level 4 or less.
Flyer. Destroys up to 2 allies each round of battle.
Loses 3 levels if has allies.
Flyer. When Shalbaal wins a battle your opponent discards
one card at random from their hand while you laugh.
Can be discarded to cancel one event.
Not affected by spells and magical items.
+2 levels when fighting Wizards or Clerics.
Not affected by spells, events, magical items and artifacts.
+4 levels when fighting Monsters.
Flyer. +1 level for each ally.
You can bring one card from your discard to your hand when
Halcyon wins a round of battle.
When attacking can pick which champion defends.
Not affected by opponents magical items.
Opponent cannot use allies of level 3 or less.
Flyer. Destroys one of your holdings if loses a round of battle.
Automatically wins battles with Monsters.
Flyer. You opponent can draw 2 spoils of victory cards if you
lose.
Opponent cannot use Undead allies.
Flyer. Can use Wizard spells. Cannot have allies.

Events (of 25)


#
8
20

Card Name
Dragon Rage!
The Avatar

Ability
All Players discard one champion from their hand or pool.
Destroys all Undead champions and allies.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Dark Sun Realms


#
225
226
221
222
223
224
227

Card Name
Gulg
Nibenay
Draj
Raam
Urik
Tyr
Balic

Ability
Defends itself as a level 7 hero. Destroys first ally played against it in battle.
Only turned face-down if razed twice in a row.
Attacking non-Flyers lose 2 levels.
Defending champions and allies gain 1 level.
Defends itself as a level 4 hero. Attacker may not use allies.
Defends itself as a level 5 hero. You draw one extra card each turn [Global].
Defends itself as a level 4 hero. Attacking allies act at 1/2 their level, rounded
down.

Dark Sun Holdings


# Card Name
238 Waverly
239
228
229
230
233
234
240
249
231
232
235
236
237
241
242
243
244
245
246
247
248
250

Bodach
The Mud Palace
North Ledopolus
South Ledopolus
Ogo
Malka
Giustenal
Ziggurat
Altaruk
Salt Veiw
Kalidnay
Arkhold
Salt View
Yaramuke
Lost Oasis
Graks Pool
Silver Spring
Bitter Well
Black Waters
Fort Melidor
Dungeon of Gulg
Temple

Ability
Attacking champions cannot use spells against defenders. Cannot be attacked by
Flyers.
Attacking champions can only have 1 ally.
Your hand size is increased by 2 cards [Global].
You can draw a card when this realm is attacked.
Can use an Ally as a champion to defend this realm.
Attacking champions and allies lose 1 level.
Defending champions and allies gain 1 level.
Attacking champions cannot play more than 3 allies per round.
Doubles level bonus of Wizard spells used to defend this realm.
Defending champions can use Cleric spells.
Cannot be attacked by Monsters.
Defending Monsters gain 4 levels.
You may draw an extra card each turn [Global].
Defending champion gains 2 levels.
Destroys one of attackers allies each combat as ally is played.
May draw and play one card when this Realm is attacked.
Acts as a +5 ally to defending champions.
Razes one of opponents Realms if this Realm is razed.
Destroys any attacking Flyers.
All of your realms cannot be attacked by Monsters or were-creatures [Global].
All of your Dark Sun realms give +1 level to defending allies [Global].
Attacking champions and allies lose 1 level.
Realm can cast Cleric spells.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Dark Sun Champions


#
259
262
263
267
284
298
299
301

Card Name
Neeva
Anavias
Vaerhirmana
Chividal
Mul Savage
Steffa Nafski
Captain Kazhal
Tithian

Type
Hero
Hero
Wizard
Hero
Monster
Monster
Hero
Hero

Level
7
2
4
2
6
5
9
5

304
305
323
325
326
327
258
261

Dragon King
Borys
The Outcast
Desert Warrior
Desert Warrior
Desert Warrior
Rikus
Agis

Monster
Monster
Hero
Hero
Hero
Hero
Hero
Hero

8
9
5
2
3
4
6
5

266
300
330
260
264
265
268
270
282
303

Azhul
Dlasva
Tembo
Sadira
Herminard
Tkkyl
Bagual
Shayira
Cistern Fiend
Defiler

Hero
Hero
Monster
Wizard
Hero
Hero
Cleric
Cleric
Monster
Wizard

4
3
3
4
4
3
2
3
2
6

Wizard
Cleric

6
2

306 Preserver
321 Elemental Cleric

Ability
Negates abilities of opponents holdings when attacking.
Can destroy one opposing ally each round.

Can destroy one of opposing champions magical items.


Automatically razes the defending realm if it attacks and wins
a round of combat.
Can use Wizard spells.
Can use Wizard and Cleric spells.
Can use Wizard and Cleric spells.
First ally each round is +4 instead of its actual level.
First ally each round is +3 instead of its actual level.
Allies gain 1 level.
Can attack a second time if wins a round of combat.
Destroys one of opponents Monsters in their pool when
attacking.
Destroys one opposing ally each round.
Opponent cannot use allies.

Opponent may not use allies.


When Defiler casts spells, you must raze one of your realms or
shuffle one of your holding into your draw pile.
Not affected by offensive Wizard spells.

Dark Sun Artifacts


# Card Name
318 The Heartwood Spear

Ability
Destroys opposing Dragons or Monsters.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Forgotten Realms Realms


#
3
28
13

Card Name
Zhentil Keep
Haunted Hall of Eveningstar
Myth Drannor

1
2
4
5
6
7
8
9
10
11
12
14
15
16
17
18
19
20
21
22
23
24
25
26
27
29
30

Waterdeep
Menzoberranzan
Shadowdale
Cormyr
Sembia
Moonshae Isles
Thay
Calimshan
Pirate Isles
Ravens Bluff
The Great Rift
Vaasa
Jungles of Chult
The High Forest
Sword Coast
Anauroch
Impiltur
Icewind Dale
The High Moor
Rashemen
Damara
Narfell
Dragonspear Castle
Daggerdale
Darkhold
Evermeet
The Trollmoors

Ability
Defends self as a level 5 Cleric.
Draw one card when this realm is played or rebuilt.
Defending champions can use Wizard spells. Players hand size is increased by 1
card [Global].
Defending champions can use Wizard spells.
Can be played at any time. Cannot be attacked by Flyers.
Defending champions can use Cleric and Wizard spells.

Defends self as level 2 hero. Defending allies gain 3 levels.


Defending champions can use Wizard spells.
Cannot be attacked by Flyers.
Defending champions can use Wizard spells.
Cannot be attacked by Flyers.
Defends self as level 5 monster.
After each round, you may return one ally to your hand.
Attacking champions and allies lose 1 level.
Defending champions and allies gain 1 level.
Attacking champion discards one magic item chosen by the defender.
Defending monsters gain 4 levels.
Defending Forgotten Realms champions have their level doubled.
Defending Monsters have their allies gain 2 levels.
Attacker may not use allies.
Defending champions and allies gain 2 levels if Zhentil Keep is in play.
Defending champions can use Wizard spells. Cannot be attacked by Flyers.

Forgotten Realms Holdings


#
31
32
33
34
35

Card Name
Berdusk
Tantras
Mulmaster
Hillsfar
Suzail

36
37
38
39
40
198

Arabel
Fortifications
Fortifications
Selune
Peasant Militia
Border Forts

Ability
Defending Wizards or Clerics gain 3 levels.
No spells may be cast by attacker or defender.
May draw a card whenever a spell card is played [Global].
Defending champions gain 3 levels.
Defending champion can use Wizard spells. If played on Cormyr, defending
champions and allies also gain 4 levels.
Defends self as a level 4 monster.
Defending champions and allies gain 2 levels.
Defending champions and allies gain 3 levels.
Cannot be attacked by Undead.
Attacking champions and allies lose 1 level.
Can only be attacked by Flyers.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Forgotten Realms Champions


#
42
43
46

Card Name
King Azoun IV
Maligor the Red
Midnight, Goddess of Magic

Type
Hero
Wizard
Wizard

Level
7
3
7

48
49
62
67
68
69
70

The Pereghost
Bruenor Battlehammer
The Magister
Greater Feyr
Cleric of Gond
Cleric of Torm
Cleric of Mask

Monster
Hero
Wizard
Monster
Cleric
Cleric
Cleric

7
5
4
5
4
5
4

72
73
76
80
85
41
44
47
50

Dracolich
Vasos Flameslayer
Worden Ironfist
The Black Courser
Hubadai
Alias the Sell-Sword
Elminster the Mage
Torg Mac Cei, the Ironlord
Marco Volo

Monster
Hero
Hero
Monster
Hero
Hero
Wizard
Hero
Hero

6
5
5
4
4
6
9
6
3

52
55
63
64
71
75
77

Gnomes of Samek
Crime Lord
Karlott the Shaman
King Halvor II
Drow Matron
Grypht the Saurial
Amarill

Hero
Hero
Cleric
Hero
Wizard
Wizard
Cleric

4
7
4
5
5
4
3

82
45
51

Dagrande
Drizzt DoUrden
The Harpers

Hero
Hero
Hero

4
8
6

53
56
57
74
78
79
87
89

Adventurers!
Adventurers
The Jotunslayers
Allisa of the Mist
Joliet the Rash
Dwarf of Earthfast
Shandril
Cleric of Malar

Hero
Hero
Hero
Hero
Hero
Hero
Hero
Cleric

3
4
4
5
4
2
3
4

Ability
Allies gain 1 level.
Can bring one opposing ally to your side each battle.
Destroys all magical items on opposing champion. If only one
Midnight is in play, you must give permission for players to
cast Wiizard spells [Global].
Allies gain 2 levels.
+2 levels when fighting Monsters.
Destroys opponents first ally.

This card and any magical items or artifacts on it are face


down when not in battle.
Undead. Flyer. Can use Wizard spells.
+3 levels when fighting Monsters.
+3 levels when fighting Monsters.
+4 levels when fighting Dragons or Undead.
Flyer.
Not affected by offensive spells.
Not affected by offensive spells.
Level is doubled when defending or attacking the Great Rift.
At the start of your turn, you can look at the top card of
anyones draw pile and discard it if you want.
Can also be used as an Event which destroys a holding.

+3 levels when defending Menzoberranzan.


When Amarill loses combat, you may pull a champion from
your discard pile into your hand.
Discarded only if defeated twice in one battle.
Can use Wizard and Cleric spells, but only one type in a
battle.
Can use Wizard and Cleric spells.
Allies gain 1 level.
+4 levels when fighting Monsters.
+3 levels when fighting Monsters.
Must attack every turn or be discarded.
+4 levels when fighting Monster champions.
Not affected by offensive spells.
+2 levels when attacking non-Forgotten Realms realms.

Forgotten Realms Artifacts


#
93

Card Name
Rod of Shapechange

Ability
You may use a champion in your discard pile instead of this champion during the
battle.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Greyhawk Realms
#
111
123
112

Card Name
The Free City of Greyhawk
The Great Kingdom
The Lands of Iuz

116
124
125
135
113
114
115
117
118
119
120
121
122
126
127
128
129
130
131
132
133
136
134
137
138
139
140

Blackmoor
Temple of Elemental Evil
Greyhawk Ruins
The Scarlet Brotherhood
The Pomarj
Hold of the Sea Princes
The Yeomanry
The Horned Society
The Wolf Nomads
Sterich
Nyrond
Veluna
Furyondy
Perrenland
Keoland
Celene
The Bright Desert
Theocracy of the Pale
The Bone March
The Duchy of Urnst
The Sea Barons
Irongate
Bissel
Principality of Ulek
County of Sunndi
Duchy of Tenh
Burneal Forest

Ability
Defending champions can use Wizard and Cleric spells.
Cannot be attacked by Undead. Increases your hand size by 2 cards [Global].
Defending champions can use Wizard spells. All champions and allies of any
player defending a realm gain 3 levels [Global].
Defending champions magical items and artifacts gain 2 levels.
Draw 3 cards when Temple is put into play.
+2 levels to all your Greyhawk champions [Global].
At start of your turn may raze this Realm to destroy any one champion in play.
Defending Monsters gain 3 levels.
Defends self as a level 1 champion.

Defending Monsters gain 5 levels.


Defending champions can use Cleric spells.

Cannot be attacked by Heroes.


Cannot be defended by Heroes.
Holdings played on Great Kingdom also apply to this realm.
Defending Heroes gain 4 levels.
Defending champions can use Cleric spells.

Attcking champions and allies lose 2 levels.

Greyhawk Holdings
#
142
143
144

Card Name
Arms of the Horned Society
Arms of Iuz
Arms of Greyhawk

145 Arms of the Great Kingdom


141
146
147
148
149

Castle Hart
Arms of Furyondy
Arms of Nyrond
Skull Keep
Fortification

209 Arms of Veluna


216 Arms of the Shield Lands

Ability
Defends self as level 5 hero.
Defending champions can use Cleric spells.
No Greyhawk realms of any player that have holdings can be attacked by
monsters or Flyers [Global].
All of your Undead allies are doubled in level whether you are attacking or
defending [Global].
Defending champion and allies gain 2 levels.
Realm is unaffected by harmful events.
Cannot be attacked by Monsters.
Defending champion gains 4 levels.
Realm and defending champion and allies are not affected by offensive Wizard
and Cleric spells.
Return one ally from a successful defense to your hand.
Rebuilds a razed Greyhawk realm when played on one.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Greyhawk Champions
#
162
164
165
166

Card Name
Mordenkainen
Otto
Mika the Wolf-Nomad
Lolth, the Spider Queen

Type
Wizard
Wizard
Wizard
Monster

Level
7
6
7
9

172 Hettman Tsurin

Hero

178 Seragrimm the Just


185 Thorvid
189 Arch-Druid

Hero
Hero
Cleric

5
5
4

191 Griffon
163 Tysiln San
167 Iuz the Evil

Monster
Wizard
Monster

4
5
8

170
171
176
177
187
194
60
155
161

Cleric
Hero
Hero
Monster
Cleric
Monster
Hero
Monster
Wizard

4
2
5
5
5
7
5
5
4

Hero
Monster
Hero

4
4
4

Sysania
Kiara
Tyrinon
Quagmiela the Dragon
Nenioc
Winged Horror
Tergoz Tenhammer
Skeletal Horde
Rary the Traitor

181 Wolf Nomads


188 Young Gold Dragon
196 Rangers of the Hornwood

Ability
Can use Wizard and Cleric spells.
+3 levels when opponent has allies.
Can use Wizard and Cleric spells. When destroyed, shuffle
back into the draw deck.
May force opponent to discard one card at the end of your turn
if Hettman does not attack.
Undead. May only be used to defend.
+3 levels when fighting Monsters, Undead, or Flyers.
If only one Arch-Druid is in play, you must give permission
for players to cast Cleric spells [Global].
Flyer.
Can use Wizard spells. Razes a realm or discards a razed
realm of the enemy when defeated.
Flyer.
Destroys one of opposing champions magical items.
Flyer.
Flyer.
Flyer.
Undead.
+3 levels when fighting Wizards. +3 levels when defending a
realm with a holding.
+2 levels if Mika is in your pool.
Flyer. Can use Wizard spells.

Greyhawk Artifacts
#
159
218
156
157

Card Name
Chariot of Lyrx
Johydees Mask
Eye and Hand of Vecna
Orb of Dragonkind

158 Baba Yagas Hut


160 Cup of AlAkbar
220 Rod of Dispel Magic
152 Codex of Infinite Planes
199 Rens Crystal Ball

Ability
+3 levels, Flyer. All allies are also Flyers.
May take on level -or- special ability of any one champion in play.
+5 levels when attacking. +2 levels when defending.
+4 levels. All your Greyhawk realms cannot be attacked by Dragons or Monsters
[Global].
Flyer. All allies are also Flyers.
You may discard 3 cards at the end of your turn to bring a card from the discard
pile to your hand.
May cancel one magical spell when attacking or defending.
(def) All your champions are not affected by offensive magical items and spells
[Global].
At the start of your turn you cam look at the top 3 cards of any draw pile and
discard one of them.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Allies
#
61
66
83
84
88
110
154
169
174
179
182
192
281
286
289
292
295
322
58
86

Card Name
Myrmidons
Gorgosaurus
Mind Flayer
Noble Djinn
Triceratops
Elf Galleon
Hordes of Castle Greyhawk
Swordwraith
Sea Zombie
Skulk
Zadoc
Giant Skeleton
So-ut
Pyreen
Thri-kreen
Salicia
Baber
Elven Archer
Armies of Bloodstone
Intellect Devourer

183 Miles
190 Hell Hound
195 Treants of the Grandwood
252
255
257
269
273
280
285
287
291
293
297
302
308
324
54
59
65
81
184
193
251
253
254
256
271
272
274
279
283
290
294
296
307
309
328
329

Assassins
Kank Lancers
Gladiators
Rowan
KaCha
Night Runners
Inhuman
Chathrang
Mikor
Zurn
Foucault
Verrasi
Gith
Thugs
War Party
The Iron Legion
Pteranadon
Hornhead Saurial
Trystan
Skeleton
Mogadishos Horde
Halfling Mercenaries
War Band
Nomad Mercenaries
Ashathra
Stug
Galek
Silt Stalkers
Sloth
Wijon
Powell
Wachter
Punisher
Tiger
Marauder
Shaqat Beetles

Ability
+4. When this card is discarded, shuffle all your discards back into your deck.
+4. +3 levels when defending Chult.
+3. When played, brings one of opponents allies to your side at -1 level.
+4. Destroys opposing Flyers and prevents playing of additional ones.
+3. +6 levels when defending Chult.
+3
+5 {Only ally card with a world == Greyhawk }
+4, Undead
+4, Undead
+1. You now play your allies face down until the end of the battle.
+2
+3, Undead. Destroys opposing champions magical swords and spears.
+3
+3
+3
+3
+3
+3
+4
+1. Destroys opposing champion of level 5 or less. Only magic item and artifact
bonuses count when calculating the level.
+2
+5. All your cards are immune to Fireball spells.
+5. All your attackers or defenders are immune to all offensive spells except
Fireball.
+2. Destroys any champion in play if you lose.
+6
+9
+1
+3
+2
+2
+1
+3
+1
+3
+2
+1
+1
+4
+3
+2. +3 levels when defending Chult.
+3
+2
+1, Undead
+1. Destroys all of opponents holdings if you lose this battle.
+1
+3
+2
+2
+2
+2
+3
+1
+2
+1
+2
+3
+1
+3
+1

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Wizard Spells
#
207
212
339

Card Name
Enlarge
Shapechange
Invisibility

Type
def (4)
def (4)
def (4)

344 Crushing Fist


345 Anti-Magic Shell

off (4)
def (4)

348 Fear

off (3)

381
393
96
106
378
379
211
331
332
333

Phantasmal Killer
Disintegrate
Horrors of the Abyss
Spell of Formless Horror
Black Tentacles
Fire Shield
Flight
Fireball
Lightning Bolt
Paralyze

off (4)
off (3)
off (4)
off (4)
off (3/4)
off (4)
def (4)
off (4)
off (4)
off (3/4)

334
335
336
337
338
340
341
342
343
346
347
357
371
372
373
374

Magic Missile
Wall of Fire
Wall of Iron
Wall of Stone
Wall of Force
Cone of Cold
Sleep
Shield
Fly
Dispel Magic
Improved Phantasmal Force
Charm
Wall of Fog
Forget
Web
Blink

off (4)
off (4)
def (4)
def (4)
def (4)
off (4)
off (4)
def (4)
def (4)
def (3/4)
off (4)
off (4)
off (3)
off (4)
off (4)
def (4)

375 Hold Undead


376 Charm Monster
383 Animate Dead

off (4)
off (4)
def (4)

384 Cloudkill

off (4)

385 Feebleminded
386 Magic Jar

off (4)
off (4)

388
389
390
391

def (4)
def (4)
off (4)
off (3)

Passwall
Rock to Mud
Chain Lightning
Death Fog

392 Death Spell


394 Geas

off (3/4)
off (3)

395
396
397
398

off (3/4)
off (4)
off (4)
def (3/4)

Banishment
Control Undead
Finger of Death
Spell Turning

Ability
+3, Champion can block Flyers at +6
+6
When attacking, champion automatically razes realm and defending
champion returns to the pool.
+4 -or- destroy a magical item.
Champion is not affected by offensive spells, but can no longer use
spells either.
Play on a champion in a pool to make it unable to attack or defend until
this is removed.
Champion gains 1 level for each opposing ally.
Destroys one realm. You can make no attacks this turn.
+5
-3 to opposing champion until this spell is removed.
Destroys all champions in play of level 4 or less.
+5
Make a champion and all of its allies Fly.
Destroys all opposing allies of level 4 or less.
+5, Destroys a magic item or an opposing ally of level 4 or less.
Prevent a champion from being chosen as the defender -or- Remove an
ally from the battle.
+3
+3, Stops all non-Flyers.
+3, Stops all non-Flyers. Only usable when defending.
+4, Stops all non-Flyers. Only usable when defending.
+5, Stops all non-Flyers.
+5
Destroys up to 3 allies of level 2 or less.
+2
Make a champion or ally Fly.
Cancel effects of a spell.
+6
Destroys one of opponents allies.
No player may attack until your next turn.
Destroys one ally.
Destroys opposing allies of level 3 or less.
Losing champion goes to pool instead of being destroyed, but battle is
still lost.
Opponents Undead allies are ignored this battle.
Opposing Monster returns to its pool and you win this round of battle.
This champion may fight again in the next round even if it loses this
one.
Destroys opposing allies of level 3 or less, and no others can be played
this round.
Make opponent unable to cast spells this round.
When defending, if you lose, the attacking champion becomes your
defender for the next round of the battle and is then discarded.
Removes a wall spell.
Only Flyer can attack you until your next turn.
+5
Destroys all of one players champions of level 5 or less and all of their
other champions cannot attack until after that players next turn.
Destroy any one champion or ally in play of level 7 or less.
Play on a champion to make it unable to attack or defend until after its
owners next turn.
Destroys one monster.
Take control of opponents largest Undead ally for this round.
Destroys a champion or ally of level 5 or less.
Treat affected spell as if the target cast it at the caster.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

Cleric Spells
# Card Name
352 Blade Barrier

Type
off (4)

354 Sanctuary

def (4)

355
362
366
364

Wind Walk
Sunray
Raise Dead
Wall of Fire

def (4)
off (3)
def (3/5)
off (4)

367
369
349
350
351
353
356
358
359

Flame Strike
Silence
Cure Light Wounds
Cure Serious Wounds
Sticks to Snakes
Bless
Bark Skin
Dispel Magic
Darkness

off (4)
off (4)
def (4)
def (4)
off (4)
def (4)
def (4)
def (3/4)
def (4)

360 Protection

def (4)

361
363
365
368
370

def (4)
def (4)
off (4)
def (4)
*

Chariot of Sustare
Wall of Thorns
Holy Word
Protection from Lightning
Invisibility to Undead

Ability
Destroys all opposing allies of level 5 or less. Only usable when
defending.
Your champion loses the battle but goes to your pool rather than being
discarded.
Your champion and allies are Flyers for one round.
Destroys all Undead in one players pool.
Bring one champion from your discard pile to your hand.
+1, only usable when defending. Stops champions and allies of level 4
or less.
Destroys up to 6 total levels of allies.
Opposing champion cannot use spells in this battle.
+1
+2
+4
Champion and allies all gain 1 level this round.
+2
Negate effects of a spell.
Ends battle with champions going to their pools, allies to players hands
and spells being discarded. Does not work against monsters.
Destroys opposing Undead allies in the battle and prevents use of
additional ones. An Undead champion loses the battle but returns to its
pool.
Champion or two allies can Fly for one round.
+2, Stops all attackers of level 2 or less.
Destroys all Undead on both sides of the battle.
Champion and its allies are immune to Lightning for this battle.
Champion ignores Undead opponents. {No type is on this spell}

Magical Items
#
94
95
97
173
197
208
215
219

Card Name
Dwarven Hammer
Staff of Striking
Flameblade
Griffon
Magical Barding
Ring of Shooting Stars
Potion of Fire Breathing
Helm of Teleportation

103
109
153
200
217
311
314
317
320
98
102
104
105
151
206
310
313
315
316

Viperhand
Wand of Light
Crystal of the Ebon Flame
Falcon Figurine
Net of Entrapment
Rings of All Seeing
Shield of Annihilation
Shield of Gore
The Necklace
Figurine of Wondrous Power
Banner of the One-Eyed God
Orb of Doom
Staff of Conjuring
War Banner
Magic Sword
Orb of Power
Shield of Destruction
Shield of Devastation
Shield of Wickedness

Type
off
off
off
def
def
off
off
def
def
off
off
off
off
def
def
off
*
off
def
off
off
def
off
def
def
def
off

Ability
+3
+3 -or- +5 if used by a Cleric.
+2
+2, Flyer
+2
+4. If on a Hero, may lend +1 to a champion in a battle he is not in.
(off) +6, only one use
One of your champions may join as an ally, but then it cannot be used
as a champion this turn.
Champion can use Wizard spells.
+3
+6. Champion must attack each turn or be discarded.
+1
Opponent cannot play allies.
At begining of your turn you can look at one players hand [Global].
+2
+3
Champion can use Wizard spells. {No type on card}
+3
+1. All allies gain 1 level.
+2
+5
All your champions and allies gain one level [Global].
+2. +5 against Undead.
Champion is not affected by offensive spells and magical items.
+1
+2
An enemy ally joins your side for one round.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

10

Events
# Card Name
107 Safe Harbor!
168 Mutiny!
175 Mist Wolf
180 Berserk Fury
186 Fairy Madness
204 Bribery!
213 Barbarian Raiders!
214 Treasure Fleet
288 Spirit of the Land
377
399
90
99
100
150
202
205
210
275
277
91
92
101
108
201
203
276
278
312
319
380
382
387
400

Wind of Disenchantment
Ancient Curse
Airship
Cataclysm!
Good Fortune
Siege!
Enslaved!
Charge!
Fast Talking!
Wind Dancers
Silver Hands
Bad Omens
Fortunate Omens
Surprise Raid
Labor of Legend
Transformation!
Siege
Water Hunters
Sky Singers
Treasure
The Caravan
Ice Storm
Solid Fog
Faithful Hound
Calm

Ability
All players may rebuild one razed realm.
Stops current battle with no winner. No other battles may be fought until your
next turn.
Destroys all allies in play. No allies may be played until your next turn.
All Heroes gain 5 levels until your next turn.
Makes a champion which is not currently in a battle unusable until after its
owners next turn.
Opponents champion leaves the battle and opponent loses battle unless another
champion is put up instead. Played just after champions are chosen.
All players discard one realm from their hand or from play.
All players draw 3 cards.
Ends the current battle with no spoils. Prevents the razing of one Dark Sun realm
-or- rebuilds one realm of any world.
Destroys all magical items in play.
Destroy a champion with a magical item or artifact.
Destroys 2 allies.
Destroys a realm.
Draw 5 cards.
Razes all players first realm if it is not already razed.
Destroys one champion from each players pool of that players choice.
All your champions gain 3 levels until the end of your next turn.
Destroys all magical items and artifacts in play.
Destroys all Flyers in play.
Play after a battle to return all killed champions to their players pools.
All champions and allies lose 1 level until your next turn.
All allies gain 3 levels until your next turn.
Doubles level of your champion and allies for one round of battle.
Destroy one of your champions to rebuild a razed realm.
All players discard their hands and draw 5 cards.
All players discard a realm from their front rank.
Destroys all Undead in play.
Destroys all magical items in play.
Destroys all Monsters in play.
You get an extra turn.
Destroys all champions in play of level 4 or less.
No players may attack until your next turn.
Only Flyers can attack until your next turn.
Removes harmful effect of an Event upon you.

Spellfire: Master the Magic and all of its cards are copyrighted by TSR.
This list is paraphrased to assist players and collectors of this game. Revision B. Copyright 1994 by S. D'Angelo.

11

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