Earth Set

For Spellfire: Master the Magic

By TSR Inc.

Set Creation by: Bryan Grube and David Ugorek

Edited by Yogi

Jump to: Realms,Holdings,Events,Allies,Magical_Items,Artifacts,Champions,Thief_Skills,Other, Chase Cards



The Himalaya Mountains, #1 of 100 Realm - Earth
Only fliers or earthwalkers can attack this realm. All defending giants are doubled in base level and are immune to harmful events.

Camelot, #2 of 100 Realm - Earth
All heros and regents defending this realms are doubled in base level.

The Holy Roman Empire, #3 of 100 Realm (6)- Earth
Must be razed twice in one battle before being flipped over. Can defend itself as a level 6 regent.

Ancient Egypt, #4 of 100 Realm - Earth
Cannot be attacked by swimmers. All defending undead (mummy) champions are tripled in base level.

Atlantis, #5 of 100 Realm - Earth
Only Swimmers can attack this realm, and all defending swimmers are doubled in base level.

Feudal Japan, #6 of 100 Realm - Earth
Thieves cannot attack or defend this realm. Using their rules of honorable combat, any champion in this player's pool may challenge any other champion in another pool during phase 4 instead of attacking a realm. Losing champion is discarded, and the winner draws a card (not as Spoils).

Siberia, #7 of 100 Realm - Earth
This realm was originally used for exiling chriminals. You may voluntarily raze this realm to discard any champion in any pool. Thieves may be sent to the Abyss. While unrazed, this realm negates any Assassin's Guild in play.

Mesopotamia, #8 of 100 Realm - Earth
Only champions of base level 6 or less may defend this realm. This craddle or life doubles the adjusted level of all cards defending .

The New World, #9 of 100 Realm - Earth
The vast natural resources of this land allows one defending champion per battle to search his draw pile for a magical item, which must be immediatly played. Reshuffle the deck afterwords.

Ming Dynasty, #10 of 100 Realm - Earth
Known for it's artifacts, this realm gives a +5 bonus to each artifact used by the defending champion.

Aztec Civilization, #11 of 100 Realm - Earth
Razing this realm in battle brings Montezuma's Revenge. The razing player must cut his draw pile and note the last digit of the card number. If it is higher than the attacking champion's base level, the champion must go to Limbo until the end of that player's next turn. Then do the same for each champion in that player's pool, reshuffling the deck after each cut.

American Colonies, #13 of 100 Realm - Earth
All champions defending this realm are doubled in base level. At the begining of this players turn, cut your draw pile and note the last digit of the card number. If it is a 0 or 1, rebellion strikes and this realm must be razed.

Mayan Civilization, #14 of 100 Realm (5) - Earth
This realm can defend itself as a level 5 cleric. The great amount of gold found here allows the defending player to bribe one attacking ally to join the defender's side each round of combat.

British Empire, #15 of 100 Realm (4) - Earth
As the sun never sets on this vast empire, up to three Earth holdings may be attached to this realm. Can defend itself as a level 4 hero.

West Indies, #16 of 100 Realm - Earth
The owner of this realm may draw one extra card per turn. Negates any Tyr in play.

Death Valley, #17 of 100 Realm - Earth
Swimmers cannot attack this realm. Due to the severe dryness and the heat of this valley, an opposing champion cannot cast spells.

UnderTerra, #18 or 100 Realm - Earth
Underdark. This realm extends under opponent's Earth Realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions.

Hanging Gardens of Babylon, #19 of 100 Holding - Earth
These gardens grant peace and tranquility. All defending champions are immune to offensive psionics (champion powers and power cards).

Great Library of Alexandria, #20 of 100 Holding - Earth
After each round of combat, this holding can keep one spell cast the previous round. The next champion to defend this realm must then cast the spell immediately, if the champion normally could. If the defender can't cast it, the spell is wasted (discarded).

Great Wall of China, #21 of 100 Holding - Earth
Only fliers or earthwalkers can attack the attached realm. If attached to the Ming Dynasty, all defenders gain four levels.

Stonehenge, #22 of 100 Holding - Earth
Any defending champion may cast any spell. All spells cast by a successfully defending champion are sent to Limbo after the round of combat and are returned to their owner's hand at the end of this player's next turn.

Ticky-Tacky Houses, #23 of 100 Holding - Earth
These monotonous buildings can be attached to any realm, and are immune to the Rule of Cosmos. Any champion attacking the attached realm loses 2 base levels.

The Railroad, #24 of 100 Holding - Earth
The railroad gives this player a +5 ally to all this player's champions, whenever they attack or defend any Earth realm.

Tornado Alley, #25 of 100 Holding - Earth
This holding stops all fliers from attacking the attached realm.

Reinventing the Wheel, #26 of 100 Event
All players must reshuffle their hand, discard pile, and draw pile together. Then all players draw five new cards.(Harmful)

Discovery of Electricity, #27 of 100 Event
All of this player's non-spellcasting champions can cast a +5 lightning bolt spell per round of combat until the beginning of this player's next turn.(Helpful)

Lawsuit, #28 of 100 Event
Search your draw pile for any rule card and play it immediately (unless the Ultimate Rule Card is in play) and discard the current rule card, if applicable. (Helpful)

Judical Review, #29 of 100 Event
All rule cards in play are discarded (regardless of immunities) and no new rule cards maybe played until the beginning of this player's next turn.(Harmful)

Black Plague Strikes, #30 of 100 Event
All players must draw and discard a card from the draw pile. Then, starting from the left of your pool, noting the last digit of the card number. If the champion's base level is lower, discard it. Do this for each champion in your pool (all opponents must to same). (Harmful)

Reformation, #31 of 100 Event
All religious leaders are questioned! All clerics are sent to Limbo until the owner's next turn.(Harmful)

Civil War, #32 of 100 Event
All players must halve the amount (number) of champions in their pool, rounding down. Immune to Limited Wish and Intercession. (Harmful)

Louisiana Purchase, #33 of 100 Event
Can be played on any realm to change it's world logo to Earth. Lasts until negated. (Harmful) Editor's note: This can be played on yours or opponent's realm. It would cause a non-matching holding to be discarded.

Citizenship, #34 of 100 Event
Play on any champion in any pool to change it's world icon to any other legal world icon. Lasts until negated or champion is discarded. (Harmful) Editor's note: Same as above but non-matching artifacts can be forced to be discarded.

Air Raid!, #35 of 100 Event
Play on another player's realm to instantly raze it. However, the event player must have an unrazed Earth realm in play.(Harmful)

Construction, #36 of 100 Event
Search for a holding in your draw pile or discard pile and bring it to your hand. If it was found (or you even looked into) your draw pile, reshuffle the deck afterwards.(Helpful)

Terrorist Attack, #37 of 100 Event
Play to instantly blow up (discard) any one holding in play. (Harmful)

Dog Fight, #38 of 100 Event
All flyers are challenged to a fight! Discard all but one highest level flyer(s) in everyone's pool (use base level in determining levels). (Harmful)

Industrial Revolution, #39 of 100 Event
This player may search his draw pile and place any number of magic items and artifacts on the top of his draw pile. Reshuffle the rest of the deck afterwards.(Helpful)

Scientific Reasoning, #40 of 100 Event
This method of reasoning negates any one event that would directly affect this player. (Helpful)

Monsoon!, #41 of 100 Event
Until the end of this player's next turn, torrential rains fill an opposing player's pool. Swimmers in that pool are the only ones allowed to attack or defend for that player. (Harmful)

Drought, #42 of 100 Event
All players may ignore all restrictions of realms that state that only swimmers may attack. (Helpful)

Wildfire!, #43 of 100 Event
All realms showing trees on the card become razed immediately. (Harmful)

Creation of National Parks, #44 of 100 Event
Play this event to prevent (counter) any Earth realm from being razed by a spell or event. (Helpful)

Kamikazes, #45 of 100 Ally +5
Flyer. This ally's level is doubled is opposing a non-flying champion, or tripled (not both) if opposing a swimmer.

Green Beret, #46 of 100 Ally +6
Can attack any realm, regardless of position or powers.

Yellow Journalists, #47 of 100 Ally +1
Known for overblowing the truth, all cards attached to the allied champion are tripled, but if this side wins, the opposing champion runs back to his pool (scared off) and is considered defeated.

Dolphins, #48 of 100 Ally +4
Swimmer. If on the losing side of battle, these creatures can save the attached champion from going to the discard pile. The champion goes back to his pool with attachments. This ally's power does not work for dragon or giant champions.

Lady of the Lake, #49 of 100 Ally +4
Swimmer. This player may search his draw pile and retrieve and one magical item or Earth artifact and play it immediately into the current battle. If the item is still in play after the round of combat, shuffle it back into the deck.

Florence Nightingale, #50 of 100 Ally +1
When discarded, all allies in the discard pile are returned to the player's hand.

John Wilkes Booth, #51 of 100 Ally +0
When played into combat, discard any one champion in play (regardless of immunities). However, the allied champion and this ally are immediatly discarded and defeated.

The Spanish Armada, #52 of 100 Ally +6
Swimmer. When in battle, this ally can either destroy any one non-flying ally played against it, or can remove one swimming ally from the game (sent to the VOID).

Masai Pride, #53 of 100 Ally +4
This pride of lions are known for their ferociousness, so when played, the opposing champion must draw and discard a card from his draw pile, noting the last digit. If it is higher than the opposing champion's base level, he is scared off and is considered defeated (champion returns to his pool without attachments).

Snipper, #54 of 100 Ally +1
When this ally is played into battle, it has to immediately shoot and kill any one champion (excluding avatars) in any player's pool. That champion is discarded. Remove the sniper from the game (the VOID) after one use (round of combat).

Editor's Note: This will also kill one of your own champions if you are the only one with champions in you pool!

Musket, #55 of 100 Magic Item +5
This item kills one opposing non-undead ally at any time during battle. (Off)

Hand Grenade, #56 of 100 Magic Item
Attach to champion only during combat. This magic item detonates after one use and sends at least 7 levels of allies (that are already in play) to the discard pile instantly (chosen by opposing player). This card must be discarded immediately afterwards. (Off)

Christopher Columbus' Compass, #57 of 100 Magic Item +2
The attached champion and his allies can attack any realm, regardless of position or restrictions. If attacking a coastal realm, the item's level rises to +6. (Def)

White Flag, #58 of 100 Magic Item +1
If on the losing side of battle, this champion can choose to surrender and retreat back to his pool without attachments, but with allies. (Def)

Finger Torture Device, #59 of 100 Magic Item
If the attached champion is defeated in combat, attach this magic item to the opposing champion. That champion is frustrated and cannot attack or defend until the magic item is removed by casting dispel on it. (Off)

Gunpowder Keg, #60 of 100 Magic Item +2
This magic item increases to +12 when a card played after this one that has "fire" or "flame" anywhere in its title. This card must be discarded after battle if used in this way. (Off)

Anti-Aircraft Gun, #61 of 100 Magic Item +7
This can only be attached to any Earth realm. Instantly destroys all flyers that attack the attached realm. (Off)

Lightning Rod, #62 of 100 Magic Item +3
Can only be attached to any realm. This rod protects this player's champions, realms, and holdings from all lightning. (Def)

Stone Golem of Prague, #63 of 100 Artifact +5 - Earth
Can only be attached to any Earth Realm. Thief skills may not be played by an other player during ANY phase 3. Thieves cannot use their special powers when attacking the attached realm.

U-2, #64 of 100 Artifact - Earth
This artifact confers the ability to fly. When attacking, the attached champion can look at the opponent's hand. The champion can choose to leave combat. If the attached champion returns to his pool, phase 4 is over, and no player recieves spoils.

Excalibur, #65 of 100 Artifact +4 - Earth
When used in battle, it instantly destroys any undead played against this champion. The possessor of Excalibur can attack any realm, regardless of position or restrictions.

Holy Grail, #66 of 100 Artifact +2 - Earth
If defeated in combat, this champion and his allies return to the owner's pool instead of being discarded.

Counterfeiting Machine, #67 of 100 Artifact - Earth
The attached champion can assume the level, attributes, and special power of any champion in play.

Crown Jewels of England, #68 of 100 Artifact +6 - Earth
Attached champion becomes a regent. If this champion is defending the British Empire, the champion must be defeated thrice in one battle before being discarded.

The Hope Diamond, #69 of 100 Artifact +5 - Earth
Can be attached to any champion of any world. The Hope Diamond carries a terrible curse and anyone who defeated the attached champion is also cursed. If the new owner doesn't attack on his or her turn, they must be discarded and the Diamond is then attached to another champion in the same pool. If there are no champions left, the Diamond goes to the original owner's discard pile.

Rosetta Stone, #70 of 100 Artifact +3 - Earth
Can be attached to any champion. A champion with this artifact can cast ANY spell, regardless of restrictions.

Shroud of Turin, #71 of 100 Artifact +3 - Earth
If the attached champion is defeated, the champion and all his attachments go to Limbo and return at the end of this player's next turn. Earth champions (except clerics) can't oppose him in battle.

Draco the Dragon, #72 of 100 Monster Level 7 - Earth
Flyer. Draco guards many treasures and he never sleeps. Cards that have a stated time span have no effect of Draco (he may ignore them). Being ever vigilant, when defending, he may use his special power and that of his attached cards before the attacker.

The Yeti, #73 of 100 Monster Level 5 - Earth
Earthwalker. Immune to cards with "ice" or "cold" in the title. This monstrosity can destroy one magical item played against him in battle.

Poachers, #74 of 100 Monster Level 2 - Earth
Once per turn (phase 3 only), these poachers can send one monster champion to the discard pile. However, the owner of this champion must send one card to the discard pile for each monster they kill.

Nessie, #75 of 100 Monster Level 8 - Earth
Swimmer. Devours all swimming allies played against her. Swimming allies played with her cannot be discarded for any reason.

General S. Patton, #76 of 100 Hero Level 6 - Earth
This great war strategist and his allies can attack any realm regardless of position or restrictions. His allies gain 2 levels.

St. George, #77 or 100 Hero Level 7 - Earth
Automatically kills all opposing dragons in battle.

Alexander the Great, #78 of 100 Hero Level 6 - Earth
This great warrior can attack and realm, regardless of position. Can attack twice in one battle (if he wins the first round of combat).

Nicholas Copernicus, #79 of 100 Hero Level 5 - Earth
Immune to the special powers of avatars and clerics. If defeated by either, Copernicus returns to his pool instead of being discarded.

Shaka Zulu, #80 of 100 Hero Level 6 - Earth
The level of all attached cards are doubled when defending.

John Henry, #81 of 100 Hero Level 6 - Earth
Earthwalker. John Henry is an avid tunnel builder. He can use his pick axe to tunnel his way to attack (with allies) any Underdark realm, regardless or position, powers, or holding.

Merlin, #82 of 100 Wizard Level 9 - Earth
Merlin is immune to the special powers of all monsters, heros, or regents.

Harry Houdini, #83 of 100 Wizard Level 4 - Earth
Can use thief skills. Known for being an escape artist, if on the losing side of battle, he may escape back to his pool with attachments. He is immune to cards that specifically stop him from acting, attacking, and/or defending.

Witches of Salem, #84 of 100 Wizard Level 4 - Earth
Can cast cleric spells. If defeated by a hero, that hero is cursed and cannot use his special power until dispel magic is cast upon the champion.

King Henry the VIII, #85 of 100 Regent Level 5 - earth
Can destroy up to 8 levels worth of attached allies or magical items held by the opposing champion.

Genghis Khan, #86 of 100 Hero Level 6 - Earth
Can attack any realm regardless of position (but not powers). Can ignore the Great Wall of China.

King Arthur Pendragon, #87 of 100 Regent Level 6 - Earth
If Excalibur is attached to King Arthur, his base level rises to 12. If he is also defending Camelot (while wielding Excaliber), he must be defeated thrice defore being discarded.

Robin Hood, #88 of 100 Thief Level 8 - Earth
Always trying to do what's right, Robin Hood may retrieve up to 2 magical items from his discard pile after every victorious round of combat, which he must give to other champions.

Billy the Kid, #89 of 100 Thief Level 4 - Earth
Can use hero unarmed combat cards. This western outlaw can steal any magical item in play. This stolen item must be discarded after the round of battle.

Nostrodamus, #90 of 100 Psionicist Level 6 - Earth
Known for foreseeing the future, this champion may look at a target opponent's hand and the top card of owner's draw pile during phase 3. Then, an attack must be declaired against the target opponent in phase 4.

Editor's Note: If it is not possible to attack the opponent, then the foreseeing power may not be used.

Mohatma Ghandi, #91 of 100 Cleric Level 7 - Earth
This champion may be sent to the Abyss from this player's pool to force one non-Earth avatar in play to be discarded.

Zeus, #92 of 100 Wizard Level 23 - Earth
Avatar. A monster champion of level 12 or greater must be discarded to bring Zeus into play. Once per battle, Zeus can cast a +7 lightning bolt to destroy either one magical item or one opposing ally played against in battle.

Ra, #93 of 100 Monster Level 21 - Earth
Avatar. a champion with an attached Earth artifact must be discarded to bring Ra into play. This god of the sun can summon a +9 fire elemental ally which he can send to help aid this player's champions every round of combat while Ra is in the pool. Limit 1 avatar per pool.

Neptune, #94 of 100 Wizard Level 18 - Earth
Avatar. A swimming Earth champion or a realm showing coastline must be discarded to bring Neptune into play. Once per any battle, Neptune can cause a great flooding to cause all non-swimming champions and allies to lose their special powers. Limit 1 avatar per pool.

Embezzlement, #95 of 100 Thief Skill +4
Play on a champion outside of combat with one or more attached cards and use one of the attachments in battle. That card is discarded after battle. (Off/4)

Detect Concealment, #96 of 100 Thief Skill
Play on anothe player to force him to reveal all hidden cards that are face down until the end of his next turn. (Def/3)

Money Laundering, #97 of 100 Thief Skill +2
Play on a player not involved in combat to force him to send a champion in his pool or hand to act as an ally. Win or Lose, that champion is returned to the opponent's hand. (Off/4)

Scientific Method, #98 of 100 Rule Card
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 Earth champions and realms are immune to offensive spells.

Commuting, #99 of 100 Rule Card
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 Earth champions can attack any realm regardless of position or restrictions that show a road on the card.

Freedom of Religion, #100 of 100 Dungeon - Earth
The special requirements to bring out all of this player's avatars are ignored. Instead, a cleric of base level 6 or less or greater must be sacrificed from the pool to bring each avatar out. This player can have a maximum of 3 avatars in his pool. Neonic, Avatar's Edict, and Titan's Walk the Earth have no effect for this player.

To see chase cards

Editior's Notes

Undead (mummy) Classification

Undead (mummy) is a subclassification of Undead. The only current members we have are Ankepot, Lesser Mummy, and Nemon Hotep. If you can think of any others, please e-mail Yogi, the Editor, so they might be added to the list. Or you can E-Mail me at bryangrube@netscape.net.

Special thanks to Steve, Andria, Mike, Kailin, Dave Stormer, and anybody else who helped on the project!

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