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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 |