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SpellNews

Issue # 8
September 1997
Editors:  Arevar & Cesstris
Contributors:  Bill Wilson, Connie McMillan, Dennis Atkinson
Email: arevar@aol.com  


This Issue:

*  Arevar's Ramblings
*  Spellfire: Mythos
*  Gen Con '97
*  Under-rated Spellfire Cards
*  Mystery Cards: Answers
*  Notices


Arevar's Ramblings
by: Arevar@aol.com

        Well, it's nearly the end of September, of the year 1997. And still no sign of the Dungeons expansion set for Spellfire. We've been told many times that the set's just around the corner, yet more delays keep holding it up. I'm wondering when the set will actually be released.
        On a more positive note, I'd like to focus on a few good things for the set. Utilizing the Dungeons cards, we'll be able to make decks that are truly based around a single card. And the dungeon cards will allow us to make a theme deck even tighter. I would imagine there's at least one dungeon that will make undead immune to any cards that specifically harm undead. Now what happens when you build an undead deck, and have that dungeon in play? Why, your undead will be quite safe, or as safe as any champion can be.
        Wasn't there a dungeon that's supposed to make you immune to cards that affect your hand and draw pile? You put that into play, so much for that discard deck...
        I could go on, but you get the point. With all the new strategies that will be added, and the destruction of old, Spellfire will be raised to a whole new level. Let's hope that this long wait has been worth it!



Spellfire: Mythos
by: Bill Wilson (Wildwood72@pipeline.com)

#

Name Type Level World
Card text/special abilities, etc

1 Miskatonic University realm   (AD&D)
Miskatonic can defend itself as a level 7 wizard, and any magical books (up to 5) can be attached to this realm for use by any defending champion able to cast wizard spells.

2 The Dreamlands realm   (AD&D)
Any attackers or defenders defeated while fighting over this realm are not discarded or sent to the Abyss. Instead, they return to their pools and cannot be used to attack or defend this realm at any time during the current game.

3 Yuggoth realm   (AD&D)
This realm can defend itself as a level 7 monster _or_ any champion defending Yuggoth can use any Mythos champion in play as an ally, discarding the ally if unsuccessful, returning it to its pool if used during a successful defense.

4 City in the Depths realm   (AD&D)
Nonswimming champions cannot attack this realm. If this player has Cthulhu in play, all champions and allies attacking this realm are at base level 0.

5 Arkham holding   (AD&D)
No Mythos champions can attack any realm held by this player.

6 The Mad Arab Wizard 7 (AD&D)
Can cast cleric spells. The Mad Arab penned the Necronomicon, and can summon it from any player's pool to help him in battle. Being mad, the Arab uses cards at random in battle... this player must put all cards usable in battle face down before him and pick randomly when he wishes to add cards in battle (even against instant-defeat cards). Cards that cannot be used go back to the hand after being revealed.

7 Elder Sign magic item +3
This item may be discarded in battle to automatically defeat a Mythos champion. (Def/Off)

8 Forbidden Knowledge event    
All Mythos champions can cast wizard and cleric spells and use psionic abilities for one turn. (Helpful)

9 Epidemic (chase) cleric spell    
This spell may be cast in response to an instant-defeat card, and is attached to the opposing champion. While thie champion is in his pool, each turn, his owner must draw and diacard a card, noting the last digit (regardless of cards in play or immunities). All champions of that base level or lower are discarded from that player's pool (regardless of immunities, except the attached chapion, who canonly be discarded while in combat). This spell remains in effect until dispelled or the attached champ is discarded through combat. (Off/4)

10 Cultists ally +3  
The Cultists can cast cleric or wizard spells or use psionic abilites (chosen when the ally is played).

11 Aboleth Monster 8 Greyhawk
Can use psionic power cards. The aboleth makes slaves of defeated champions, keeping them with it as allies instead of discarding them. The special powers of defeated champs are lost, but they retain their icon power and level.

12 Great Cthulhu (chase) Monster 22 (AD&D)
Avatar, Swimmer. Limit of one avatar per pool for all players while Cthulhu is in play. Great Cthulhu can only be brought into play by discarding 15 levels of Mythos champions and a Mythos book. Cthulhu instantly defeats any champion that cannot cast spells or use psionic power cards or blood abilities. While in battle Cthulhu may swallow any card in the opposing chmampion's force except the champion.

13 Herbert West, Reanimator Hero 5  
Once per turn, Herbert may retrieve one champion from this player's discard pile to the pool. The champion loses its special powers and becomes undead.

14 Trap: Pit with spikes thief ability    
Play face down under a realm. Any nonthief champion attacking the attached realm of level 6 or less is discarded before battle can begin. The trap remains in play until a thief champion disarms (attacks) the attached realm.

15 Trap: Teleport Wizard Spell    
Play face down under a realm. Any champion attacking this realm instead attacks any realm in play, chosen by the owner of the trap, regardless of position or special abilites. A new realm can be chosen at the beginning of each defensive combat. This spell remains in effect until negated. (Def/2)

16 Alter Reality wizard spell    
This spell aloows a realm that is already in play to be played in the caster's formation. Both realms keep their special powers. If this spell is dispelled while the other realm is still in play, the attached realm is discarded. (Def/2)

17 My Friend in Misery Event    
The player of this event chooses one other player to be his friend in misery. All cards the affect either player outside of combat (spells, events, blood abilities, etc.) affects both players, but if either player negates the card, the effects are felt by neither. This event cannot be duplicated. (Harmful)

18 Trap: Poison Needle thief ability    
Play face down under a realm. Any nonthief champion attacking the attached realm must draw and discard a car, noting its last digit. If the digit is 7 or higher, the champion is killed by the poison. The trap remains in play until a thief champion disarms (attacks) the attached realm.

19 Emotion wizard spell    
This spell remains in effect until dispelled. Cast at an opposing champion in battle or pool, the attached champ must draw and discard a card each turn, noting the last digit. If it is 0, 1 or 2, the champion is enraged, doubles his base level and must attack (but cannot use any cards except allies or events in battle). If 3, 4 or 5, the champion is affected by fear and has his base level halved. If 6 or 7, he attacks a random champion in his own pool. If 8 or 9 there is no effect. (Off/3/4/5)

20 Trap: Deadfall unarmed combat    
Play face down under a realm. Any nonhero champion attacking the attached realm has base level halved, and must discard one attached card if any are attached. The trap remains in play until a hero champion successfully attacks the attached realm.

21 Find Traps cleric spell    
This spell allows the caster to discover what all cards played face down below realms in a single player's formation are. (Def/3)

22 Remove Traps thief ability    
This ability allows a player to aviod any face down cards in a single player's formation for one turn. The cards that are face down are not revealed or triggered during that turn. (3)

23 Telepathy psionic ability    
This player may look at all cards of a single player that are in play but hidden (turned face down or concealed under other cards). (Def/3)

24 Magic Mouth wizard spell    
play face down under a realm instead of a holding. The defender gets to use their special powers before the attacker. Discard after 1 use. (Def/2)

25 Scroll: Protection from Flyers magic item +1  
the attached champion can ignore all flyers (allies or champions) in battle. (Def)


GenCon '97
by: Connie McMillan (Beth Mc63@aol.com)


        Certified AD&D addict here who loves spellfire!! I have always wanted to go to a big convention. I met someone who granted me that opportunity & helped guide me while I was there. For that, they will always be a friend; that thanks goes to Kurt Otterstein. Good thing I had a guide too, with all of those one-ways in Wisc it was worse than being in a maze! He even got me to fly & that was something I swore I would never do. ::chuckling:: If you have never flew, try it, it is beautiful.
        I was in awe at the size of the convention halls. The Con was 4 times the size of the one here in Coastal Ms. ::rubbing my feet:: It was 2 buildings connected by a skywalk & even the skywalk was full of people!!
        The arena was always running. It seemed no matter what time I went there, there was always some kinda of game running. There would be occassional tempers heard or shouting & that was just level 1. Stepping downstairs was a mad house. There were thousands of card players in & out. ::chuckling:: I saw this 1 kid getting himself a whole set of magic cards cause someone got mad & threw them across the room.
I will get back to this later....
        There were so many people at the Con from so many different places. I met this one guy from France who could barely speak english & it was his first time in the USA. I made him feel welcome & spent extra paitience understanding him & showing him around some. Found out he is one mean spellfire player & came all the way here just to play the tournaments. woow!
        The convention center itself was a worse mad house. Some people dressed in costumes every day. There werent alot of costumers the day of that party but the ones there did very well with their ideas. There were vampires, witches, Klingons, &...just too many to name.
        The most interesting I think was the "hired" jester & "bard". You would be walking down a hall when you rounded a corner & came face to face with this lady wearing the "I dream of Jeannie" costume & a guy playing spanish style music with a voice that made you want to walk faster just to round another corner & find a guy in a Jester suit juggling balls (nerf of course) ::chuckling:: All of the walls were lined up with tables & there were hardly any vacant for long. There was always someone playing a game or going thru their fresh card packs.
        And the food. I had my first greek dishes, which was pretty good. I did notice that the food there wasnt "common". You couldnt find a good burger, hot dog, or chicken, but you could find wierd things or "foreign" dishes. Maybe thats just common for Wisc. ::shrugs:: Even the coffee wasnt "regular". <--not complaining though.
        As for those night owls.. they ran AD&D modules, played card games & did seminars at the Hyatt hotel until dawn.
        The only thing negative I know of that happened was a robbery of the great hall & an accident. I dont know the details of the robbery but it was enough to get them to tighten the security. The accident was really nothing. A guy fell off a ladder but he is ok.
        The great hall was really crowded. There were thousands of people there...all at once. Thats where the special games were held; like the AD&D adventure that Ed Greenwood ran. That was interesting watching a master at work. & WotC didnt waste any time bringing people over to their side. They had games, giveaways, & etcs.
        The most aggrivating thing for me was being 5 ft. The Armory started throwing things out into the hall & I was too dang short to get anything. ::shrug:: oh well. I think what I did get was more valuable. <-- Pictures & autographs of authors, artist, & TSR staff!! They had Battletech games too, not the board one either!! They even had a computer room.
        The great hall was also where the main setup booths were. I think everybody selling something found a spot. books, trinkets, real weapons, figurines, toys, Franklin mint, ...
        The thing I hold most in memory were the "important" people I met there. (no offense to any of us little folks.) I met & chatted several times with artist Jeff Easley who is a pretty cool dude. It makes him feel good when people tell him they like his artwork, which is very good, (he is not egotistical) & he enjoyed doing the signings. He didnt see it as a "duty". Next was Keith Parkinson. He was nice & signed some cards but had that "busy man" look. K.P. is a fantastic artist but his stuff is expensive though. I also got Clyde Caldwell to sign cards. I love my trading cards!! C.C. is the kind of person that can sit & be doing nothing & have that "I am busy" look to him. His artwork is great & he knows it. <refraining from commenting>
        Larry Elmore didnt show. I found out why. I chatted with Ruth Thompson, who told me what happened. Ruth said they were telling people Larry had an asthma attack. nope. He really had a heart attack. I talked to an old friend of mine who is a friend of Ruth's & Larry's, & he said that was the 2nd. Larry's artwork is fantastic but not at the rate of killing himself over! I hear he has been working on a new project but he needs to slow down. & speaking of Ruth.. if you like dragons you will like her artwork. She is VERY good. I cried cause I ran out of $ & could'nt buy any. After meeting the artist I ran over to meet some authors.
        I met Ed Greenwood. ::laughing:: That man has a wild personality. After reading about Elimister, I didnt think Ed would be so...fun. That is one guy who gets invited to parties. I am sure anyone who knows him enjoys having him around for humor & etc.s. Jeff Grubb was there too. He is one of those that likes what he does but looks for the profit in what he is doing. Then I met Margaret Weis. A fun lady who loves what she does. She is very sweet & has an outgoing personality.
        I also met Tracy Hickman. Alot of people think Tracy is a lady. not! He is..well..anyone ever seen a book of his alone?! I was told however that the newest set, the "Star Shield", was Tracy's ideas. I walked circles around Gary Gygax. I flew all the way from Ms to Wisc cause I was told he would be there & I missed him. ::sobbing:: <--big Gary fan. I was so busy working the Con that by the time I went up to where he was, he was gone. ::crying hard::
        Speaking of working...I worked the spellfire booth. I didnt get alot of time to "play" around or do other games but I would'nt trade my experience for anything & would do it again if given the opportunity!! Here is where I have another new friend to thank, Jim Butler. Thanks to Jim I was given, what to me, was a golden opportunity to have experiences I may never get to have again, the Con itself. Jim is a very cool dude. He loves his spellfire. That is one thing he really misses with his new job. WotC keeps him busy in the electronics department now. At the Con, when he wasnt "refereeing" a spellfire game, he was playing one himself. ::chuckling::
        Then there is John "Dano" Danovich aka "Ohnad the Weasel". He is pretty cool. He has a fun personality. He enjoyed what he did, but also saw the profit in it. He does miss doing what he really likes though. I did get to see Bill Olmesdahl & get his autographs but he didnt stick around long. Seems he married Dori Hein & they were pretty busy with personal stuff. Dori didnt show. ::pouting:: I also met 2 non--employees but 2 good people, whom I shall not forget & who know their spellfire. They worked as hard as I did at the booth, Mark & Debbie Zielinski of MD games. What did I do?! I ran ALOT of demos. I enjoyed myself, met alot of people who's names I wish I could remember, & learned alot about the game itself.
        There was always a game to play with someone no matter what time it was. The tournaments were wild. The tension high. Even saw a few tempers run. The Ogre & Jim would just sit down when another question would pop up. & speaking of the Lord Ogre...never mind. I was taught if you cant say something nice dont say anything so...<refraining from comment> I definately saw where having too many cards can be a curse but if you didnt have them...you cant win against some people.
        I was amazed at how people from other countries came to the Con just to play the tournaments!! & WotC wants to kill spellfire... ::choking WotC for that idea:: What spellfire really needs is for the people who do play to go out & "self advertise" the game instead of saying "oh well, noone in my area plays" darn dudes, go show them how!! There were even kids playing the game. I dont mean teenagers either. It was cool watching adults twitch with a kid who knew what they were doing. ::chuckling:: I can't leave out meeting Tony du Lac aka Wytefang. He is another who really loves the game & has dedicated alot of time, effort, and money to keeping it going. thumbs up dude!
        The only negative thing that happened at the spellfire booth was the fact that there were not enough 4th edition to satisify the crowds (or me) & the Dungeon cards werent there!!
        Maybe next year.... ::praying::



Under-rated Spellfire Cards
by: Dennis Atkinson (djatkins@blue.weeg.uiowa.edu)

        When people talk about underrated cards these days, I am inclined todisagree with them about their definition of underrated. I personallyfeel that these cards are not underrated, rather overlooked. Yeah I know,let's not turn Mr. Tecnical Definition on the Spellfire world, but it'sreally more than that. Nowadays people usually look at a card in therespect of how it can benefit their current deck. Many players over-look these cards because they would not be very beneficial to them. If playersstarted looking at the game with the thought that hey this card would begreat for this type of deck, then there would be no such thing as an under-rated card. Too bad that's not the case...
        Anyway, let's get on to these overlooked cards. There are three suchcards that I feel are overlooked for this reason: I have never seenanyone play with them. I am sorry ahead of time with my previous comment if someone plays with any of these cards.
  1. Wand of Negation(Draco-78)-During combat only, this wand negates allthe immunities of an opposing champion(including immunity to offensivemagical items). This power is a lifesaver for many reasons. No longer doyou have to worry about not having an effect when attacking an opposingchampion. Any champion that defends against an attack from your championwho has the Wand attached to him, becomes a pig heading for the slaughtehouse. The possible attachments you could give the the champion are mindboggling. For example, what do you think an opponent would do if youattached the Dagger of Venom and the Sphere of Annihilation to the wand ofNegation. Even if the player had a champion who was immune to offensivemagical items(Ethereal Champ), they would go to the abyss if you won, andthe discard pile if you lost.
  2. Horn of Change-(R&Rc#10)-Can only be attached to monsters. Once perround of battle, this item forces an opponenet to discard a just-playedcard and replace it with another. If he cannot legally play another card,he automatically loses the battle. The restriction on this seems somewhatdaunting, but add it to a champ who has the Chest of Many Things, and thiscard becomes very useful. The reason this is so useful, is becausenowadays people go into battle with a single playable card in mind. Forexample someone might attack you and only have the Starving artist intheir hand, trying to gid rid of all your cool cards. However, if youhave the Horn of Change on you champion, you can effectively say, "Youknow, I don't really like that card, please remove it from my sight.Thank-you for playing. Please drive thru." Also, if you look at thewording(just played card) I think it would work with events as well. "I'm sorry, you're just going to have to remove that Weasal Attack you justplayed, and try again."
  3. Volcanic Eruption (I don't have the card number in front of me at the moment)-The event basically says that any realm that can be attacked byonly earthwalkers or swimmers is razed. This card seemed kind of uselessto me until Jim Butler explained that it is an either or situation. Thatthe realm only has to say can only be attacked by swimmers or something inorder to be effective. Now if you would, just look at all of the realmsthat can only be attacked by swimmers or something else. Kind of scary, isn't it?




Mystery Cards: answers

Here are the answers to last month's Mystery Cards name scramble.

01. Thay
02. Arabel
03. Elminster
04. Maligor
05. Dagrande
06. Marco Volo         
07. Grypht
08. Zadoc
09. Darkhold
10. Hell Hound
11. Bitter Well
12. Balic
13. Captain Kazhal
14. Dispel Magic
15. Shalbaal
16. Stryck



Notices:

There will be a Spellfire Tourney held at Quad Con (located in the Quad Cities) on Oct. 3rd at 8:00 PM at the Ramada Inn. The more people who are in the area who know about it the better off they will be.



Next: The History of Spellfire, several decks, and more!

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