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SpellNews

Issue # 2
April 1997
Editors:  Arevar& Cesstris
Email: arevar@aol.com  


This Issue:

*  Introduction
*  Feature Ally: the Assassins
*  SpellNews Poll # 2
*  Combos
*  Mystery Cards
*  Spellfire set X: AOL


Introduction

      Originally, this newsletter was going to be a semi-monthly production. However, due to a lot of time on hand and many ideas, it will be random. However, I will see to it that there is a new issue a minimum of once a month, preferably every two weeks or so. As likely noticed, I am not the sole 'editor' of this issue. My friend (who, unfortunately, does not have a computer,) has helped on this issue; and will be helping with future issues as well. Much of this issue is due to his ideas. You can reach him through me, as noted above by his "@" location.
        This issue, we have several new things for you. First of which is the Ally of the issue. This issue's spotlight is on the Assassins, pointing out more than obvious uses, as well as some that may not be as well-known. For this issue's poll, we have listed what we feel to be the top ten Spellfire cards, art-wise. please list, in order, what you feel the top three are, out of these ten. (Note that these exclude photo-cards.) We have four combos for this issue, which may or may not help you, and may not even work well, unless your deck works with the style of the combo. A new feature for this issue: Mystery Card! In this, the text from ten cards is listed, and it is your job to find which card the text belongs to, and email the response. The winner of this contest will get the High Honor of being recognized officially in the Spellfire message folder, as well as in a future issue of SpellNews. The Deck of the Issue is on hiatus. In its place is the 30-card Spellfire card set that some of you have contributed cards for since I posted the topic idea "New Card Ideas" in February. I have changed some, to make them more understandable.
        Well, we hope you enjoy this issue as much as the first!

~ Arevar & Cesstris


Feature Ally: The Assassins

        So, you find yourself on the losing end of a battle? Most know of the Assassins, who can assassinate any champion in play if they find themselves losing a battle. Just about anything said is likely known to someone as a use of this ally. A possibly lesser known use is to use the magical champion, then defend with the assassins. Let the "champion" lose. Make sureTasselhoff is in play. Defend with the Assassins, let them lose, then next turn, Tasselhoff brings the magic item back. Another use that is not as hard to work out is to have Gib Hcivonad in play, in which case the assassins are a champion on their own. This is excellent for threat value. Who really wants to attack, knowing you may well defend with the Assassins and kill any one of their champions? I'm sure you can find more uses than these; feel free to post them on the Spellfire message board.


SpellNews Poll #2

        Here are the top ten Spellfire cards' art. Please email me (Arevar@aol.com) with what you feel the top three are out of these. The results will appear in a future issue of SpellNews.

10. Strahd von Zarovich (100/RL)
9. Raze (59/BR)
8. Seragrimm the Just (178/1ST)
7. the Mysterious Stranger (81/RL)
6. High Master Illithid (96/RL)
5. Kas the Terrible (35/RR)
4. Gith (52/PO)
3. Sirrion, Avatar (45/PO)
2. Lord Soth (99/RL)
1. Bonemaster, Avatar of Nerull (41/PO)


Combos
Tasslehoff Burrfoot & Magical Champion
Use the Magical Champion to put an ally into play as a champion.  After it dies, use Tasselhoff to retrieve the ally, and repeat as long as the kender stays in play.
Rikus & The Timepiece of Klorr
Rikus can attack up to three times, if victorious in previous battles.
Drizzt Do'Urden & Cloack of the Gargoyle
Using this combo, Drizzt may be defeated twice and still survive.


Mystery Cards

1.) "After the round of battle is concluded (win or lose), this spell and the opposing champion are sent to the Abyss. (Off/4/5)" Clue: Wizard Spell
2.) "Cast on an opposing champion to reduce its base level by 3. Spell remains until dispelled. (Off/3/4/5)" Clue: Wizard Spell
3.) "Can be attached to any realm during phase 3 as a permanent ally." Clue: Ally
4.) "Immediately destroys an opposing champion of base level 5 or less." Clue: Ally
5.) "Once per turn, the player can flip the top card of any other player's draw deck. He can use it only if it is a spell or ally that is legal, for that step. The card is reshuffled into the player's draw deck." Clue: Ravenloft Artifact.
6.) "Destroys any two allies, chosen by this card's player; choice does not have to be immediate. (Harmful)" Clue: Event
7.) "All players draw three cards." Clue: Event
8.) "Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)" Clue: Wizard Spell.
9.) "Flyer. Undead. Reduces an opposing champion's base level by 2. If the reduced base level is 0 or less, the champion is discarded." Clue: Ally
10.) "Can be a +4 ally or can assume the level and ability of a single opposing ally." Clue: Ally


Spellfire Set X: A.O.L.
Nire
Realm; Orbquest; "Nire can only be attacked by wizard champions, who must first discard one card from owner's draw pile."
Wrath of the Overgod
Event; AD&D; "When this card is played, all avatars and other champions with a base level of 11 or higher in play are caught in an outerplanar war and are discarded to the Abyss, regardless of immunities. (Harmful)"
Medal of Valor
Event; AD&D; "Award the Medal to a champion in any pool. This champion gains 10 to his base level, but his great pride prevents him from playing any cards in battle. (Harmful)"
Kiel'Tioma Departs
Event; AD&D; "Each player chooses a champion in his pool. That champion becomes an avatar, and gains 10 levels. If any other avatars are in play, they must be discarded. (Harmful)"
Improved Cataclysm!
Event; "All realms in play must be discarded.  Cannot be Calmed. (Harmful)"
The Scales of Justice
Event; "When this event is played, all players must discard realms, champions, magical items, and artifacts (in play) to equal that of the player who has the least of each. (Harmful)"
The Arena
Event; "Play on an opposing player. Both select a champion from their pool to do battle in the arena. The victor returns to the pool and draws one card. The loser is discarded. Both players must select new champions. This sequence continues until all champions able to have fought in the Arena. (Harmful)"
Celec Shadowstar
Wizard/7; Orbquest; "Celec can Teleport. If discarded for any reason, Celec enters Limbo, and returns at the beginning of any turn. May only be returned once."
Stump Boothill
Hero/6; Orbquest; "Dwarf.  Earthwalker."
Arevar
Wizard/8; Orbquest; "If Arevar enters combat against Telezsite, both are sent to Limbo. At the beginning of the next turn, their owners draw and discard a card, noting the last digit. The player with the higher digit chooses which champion returns. The other is placed in the discard pile."
Telezsite
Cleric/9; Orbquest; "Can also cast Wizard spells. If Telezsite enters combat against Arevar, both are sent to Limbo. At the beginning of the next turn, their owners draw and discard a card, noting the last digit. The player with the higher digit chooses which champion returns. The other is placed in the discard pile."
Krel Siar
Hero/6; Orbquest; "Knight. Krel is fearsome in battle. Against non-hero champions, Krel gains 4 levels, or adds +1 to all of his allies. This is chosen after combat begins, before any other card is played, including Stasis."
Droglin
Monster/12; Dregonia; "Droglin can cast wizard and cleric spells, use psionic power cards, and unarmed combat cards usable by Undead and Dragons. Immune to all offensive cards and events."
The Court Jester
Thief/5; "Nobles (Kings, Queens, Princes, Princesses, Lords, & Ladies) are captivated by his performance and will not face him in battle. May use any /DEF card."
Relive Childhood Trauma
Psionic Power; "The opposing hero's base level is reduced to 0, and allies may not join him/her. Does not affect any allies already played. (Off/4)"
Water Walking
Cleric Spell; "The attached champion is considered a swimmer in his next battle. (Def 3/4)"
Cause Insanity
Cleric Spell; "Targeted champion breaks off his current fight and attacks any champion in play (chosen by caster). The caster draws a spoils. If the target wins his fight, he may continue the attack with another champion. (Off/4)"
Web
Wizard Spell; "Cast on a champion in play. During that champion's phase three, the player must draw and discard a card, noting the last digit. If it is lower than the champion's base level, the champion breaks free (Web is considered dispelled). Card drawing continues each turn until champion escapes. While stuck in the web, champion may not be involved in combat or use spells, powers, blood abilities, or thief skills. (Off/3)"
Low Blow
Unarmed Combat; +8; "Usable only by heroes. Has no effect against Dragons or Undead. The opponent must draw and discard a card, noting the last digit. Unless it is a 0 or a 1, all attachments are dropped (discarded). (Off/4)"
Decapitation
Armed Combat; "Usable by any champion with an attached sword. Opponent draws and discards a card, noting the last digit. If it is 4 or less, the champion is decapitated (discarded). (Off/4)"
Flaunt Skill
Armed Combat; "Usable by a hero with an attached weapon. This champion flaunts his great skill with his weapon. The opposing champion returns to his pool. There is no winner or loser, and no spoils may be drawn. (Off/4)"
Teleport Trap
Trap; "Hide under a realm in your formation. When the attached realm is attacked, reveal this card to all players. This card is then discarded after use. The attacker must switch his attack to another realm in play (chosen by the trap's owner) and may attack it regardless of restrictions."
Spiked Pit Trap
Trap; "Hide under a realm in your formation. When the attached realm is attacked, reveal this card to all players. This card is then discarded after use. If the attacker is non-flying, it is immediately discarded, and the owner of the trap draws a spoils."
Poison Trap
Trap; "Hide under a realm in your formation. When the attached realm is attacked, reveal this card to all players. This card is then discarded after use. Attacker must draw and discard a card, noting its last digit. If the digit is 4 or less, the attacker is discarded and no more champions may be put forth."
Stun Trap
Trap; "Hide under a realm in your formation. When the attached realm is attacked, reveal this card to all players. This card is then discarded after one use. The defending champion may use its power first."
Take What's Coming to You
Rule; AD&D; "Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.  No card played can be dispelled, negated, canceled, or ignored. All immunities are negated while this card is in play."
The Gods at Play
Rule; AD&D; "Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.  Whenever an event is played that effects only one player, all players draw and discard a card, noting its last digit. The player with the lowest digit is the recipient of the event."
Mind of the Monster
Rule; AD&D; "Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All champions in play may choose to become a monster. Special abilities are unchanged, though Class abilities are. If this card leaves play, champions return to normal."
Time Vortex
Rule; AD&D; "Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All cards that direct the drawing of extra cards instead force that many to be discarded from hand, pool, or formation. Any cards that provide an extra turn are immediately sent to the Abyss."
Experience Points
Rule; AD&D; "Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Heroes cannot use individual allies or unarmed combat cards with Icon Level higher than their base level. Spellcasters, Psionicists, Regents and Thief champions must draw and discard a card, noting its last digit when a spell is cast, power, ability, or skill is used. If the digit is not equal to or less than the champion's base level, the card is discarded with no effect. Champions cannot use magical items or artifacts with Icon Bonus higher than their base level."


        Hope you enjoyed these. These were (aside from a few I created) created by you people--posting the ideas on the Spellfire message folder. Unfortunately, in the two months or so since I posted the idea, these are the only ideas given. I would've thought we'd have more people give ideas. I mean, haven't all of you ever run across a situation where a certain ability would have won the game for you? Oh, well. I'd like to keep the New Card Ideas topic alive--feel free to post new ideas. Perhaps, if enough are given, they will appear in a future issue of SpellNews.

Spellfire, Advanced Dungeons & Dragons, BirthRight, Dark Sun, DragonLance, Forgotten Realms, Greyhawk, Planescape, Ravenloft settings, worlds, and characters are all registered trademarks of TSR Inc. Spellfire 1st, 2nd, 3rd, and 4th Editions, as well as the Ravenloft, DragonLance, Forgotten Realms, Artifacts, Powers, UnderDark, Runes & Ruins, BirthRight, Draconimicon, Night Stalkers, Dungeons, Fiends, and Incantations booster sets are also copyrighted by TSR Inc. Copyright 1997, TSR Inc., Lake Geneva, WI