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spellfire

n. (context fantasy English) The exchange of shots or explosive blasts of spells (from a wand, staff, etc.) as in magical combat.

Wikipedia
Spellfire

Spellfire: Master the Magic was a collectible card game (CCG) created by TSR, Inc. and based on their popular Dungeons & Dragons role playing game. The game appeared in 1994, shortly after the introduction of Magic: The Gathering, in the wake of the success enjoyed by trading card games. It was the second-ever CCG, preceding Wizards of the Coast's second CCG Jyhad by a mere two months.

Spellfire (Forgotten Realms)

Spellfire is a rare magical power in the Forgotten Realms campaign setting, based on the Dungeons & Dragons fantasy role-playing game. It is highly coveted by many in Faerûn, as it allows the user to absorb spells cast at them, internally convert it to raw magical energy, and then use it in a myriad of ways. Spellfire energies can be used to heal, to project destructive bursts of flame from the eyes, for flight, and in rare cases, for a powerful ability known as the Crown of Fire. Spellfire was featured center stage in the story of Shandril Shessair as told in the novel Spellfire written by Ed Greenwood.

Known Spellfire wielders include:

  • Shandril Shessair
  • Elminster
  • Shoulree of the Elven Court
Spellfire (novel)

Spellfire is a fantasy novel written by Ed Greenwood and published in 1987. It is the first novel in Ed Greenwood's book series, Shandril's Saga, and takes place in the Forgotten Realms setting based on the Dungeons & Dragons fantasy role-playing game.

Usage examples of "spellfire".

When searing force burnt away his fingertips, he sent forth spellfire to cleave it and master it, plunging on to the roiling edge where Toril began.

If the damage taken by a spellfire wielder ever brings him or her to the brink of death (0 hit points or beyond) when his or her spellfire is active, and the wielder is 5th level or higher in spellfire use, the spellfire instantly and automatically turns to healing mode and keeps the wielder alive, raising him or her to a positive total of at least 12 hit points before restoring control over spellfire to the wielder (unless available energy runs out before then).

Spells or item effects that are barriers to magic are immune to spellfire fire or blast destruction but can be absorbed by a spellfire user.

The wielder must make a successful attack roll (using the normal attack score for his or her character class) whenever a destructive bolt of spellfire is released at any mobile target more than 10 feet distant.

It should be noted that unlike true character classes, a spellfire wielder can advance in level during an adventure, and use his or her improved abilities instantly, feeling the augmented control.

At this level, a spellfire wielder also gains the ability to alter the light intensity of spellfire from almost invisible (87% undetectable in darkness and 97% undetectable under average sunlit conditions) to blinding (equal to a blindness spell-including allowing a saving throw vs.

Only in very rare cases-such as a low-level character being transported into the Outer Planes, for example-should a player character ever be given the ability to wield spellfire.

At 7th Level: The spellfire wielder gains the ability to fly at MV 12 (C) by projecting spellfire at the ground and blasting off.

At l6th Level and Above: A spellfire wielder becomes able to take along other creatures on such teleport without error trips, which must still be to a whirlflame created by the wielder.