Spellfire – Telegram
Spellfire
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𝐖𝐞𝐥𝐜𝐨𝐦𝐞 𝐭𝐨 𝐒𝐩𝐞𝐥𝐥𝐟𝐢𝐫𝐞!
A collectable card game, with revenue generating NFTs and a unique P2E system! Discussion Group: @spellfireccg
All project links: https://linktr.ee/spellfireccg
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Suirdna the Water Druid

Water is a powerful force to be held off and no one knows it better than water druid Suirdna. The powerful witch resides in the Wet deserts, in the small cave surrounded by luscious green forest, fast flowing river and dark deep lake waters. The air here is musty and damp with everything smelling green, magical and relaxing. But don’t be easily lured by this safe oasis, water druid control the water, helping those in need and swallowing those who dared to stand against the magic that water holds. As many wise words were spoken before, water offers life but if not threaded carefully, it could also take it. Same thing could be said about our water druid.
Sanil the Elven King

To betray - that is a sin,
For my people, I am fearless.
From ashes, I arose to heal your pain,
Bring back laughter and punish the inhumane.

I'm one of the mighty kings, traitors will feel my anger,
Remorse will mean nothing.
No one can escape the sharpness of my arrow,
And the shadow of my wings.
I'll protect the purest souls, there is no return.
I aim to shoot - there is no doubt,
My lands have no place for those who mean to harm.

Home is what I need to give to all the creatures who yearn,
Warriors, and other beings who can fight,
Join me on this mission for eternal light.
Places in Spellfire - Ancient Magic Tower

Wet Deserts are strange lands. Swamps and forests cover the ground, the sun is always shining, but there is something in the air that prophesies evil. Strange things happen all the time, and locals know exactly what places to avoid if you don’t want to get into trouble or see something you ought to never know about.

Somewhere in the middle of the land, at the center of the desert, lies an Ancient Magic Tower, so old that nobody remembers when it was built or what its purpose truly is. The tower stands there lonely through scorching hot days and dewy nights.

People and all magical creatures don’t come near the tower, but clerics and wizards look at it with big eyes, full of fear, resentment, and something else that couldn’t be put into words.

You can create your own home in Spellfire. Please send us your idea, and our designers will draw the design and add it to the Spellfire world.
Places in Spellfire - Gates of our Fathers

Hidden somewhere in the verdant, alive, and fertile forest, surrounded by the strong smell of green leaves and muddy ground, you come to a clearing from which you see the Gates of our Fathers.

Nobody knows how long these gates stand here, nobody knows why it is here, and nobody really dares to question it.

At least not here, not where silence is so all-encompassing you could feel it in your bones. But do not worry, do not be frightened. It is not a scary place: it’s like mother nature’s gift, a safe haven from troubles and horrors.

Nobody, not even the most malicious souls, dare to step foot here. It’s like the gates are keeping bad seeds out.

Each place in Spellfire world has its own story, climate conditions, a strange elemental influence that affects citizens or realms.

You can create your own home in Spellfire. Please send us your idea, and our designers will draw the design and add it to the Spellfire world.
Places in Spellfire - The Beacon.

For centuries and more, the lands up North were the hottest places known. Sadly, the Century War for Power happened, and the lands of dragons became the lands of frost and frozen lava. Eternal cold covered not only land but people's hearts as well. With the landscape that could remind you about the always near and looming apocalypse, a constant showdown between good and evil makes people fear the hollowness of war politics.

The future is feared, but the past is a sacred memory. That's why when people see the Beacon, standing in the middle of lava's icicles and frost, wrapped in night's shadows, reverent thoughts about the hand of time pass as a remedy.

You can create your own home in Spellfire. Please send us your idea, and our designers will draw the design and add it to the Spellfire world.
Events in Spellfire - The Caravan.

Caravans travel between Frozen Fire and Bloodbirth realms and carry beautiful, magical, and valuable goods.

They are extremely valuable and are a tempting target for robbers. Caravanserais were built along important trade routes to welcome wealthy traders, who brought their own luxurious goods. Caravanserais are roadside stations that aid the flow of trade by providing magical items, artifacts, allies, and other services.

This event could be argued as being the most used Spellfire card in the game, since it's always beneficial to gain an additional turn.

https://spellfire.com
Events in Spellfire - The Cataclysm!.

The coming Cataclysm will be devastating for this dimension of Spellfire. People will try to survive in a desolate, apocalyptic realm, scavenge the ruins of a long-dead civilization for food, supplies.

Or, if they are fortunate, they will find a sanctuary in a remote place where they won't have to fight to survive or escape from various deadly monsters, including zombies, enormous insects, orcs, trolls, dragons, and other strange foes who want what you own.

All players live in fear of the "Cataclysm!" event, as it is one of the most popular events in the game.
https://spellfire.com
Yeti - The Shadow of the Frozen Fire lands.

Here, there is a duality in the Frozen Fire realms: fire fights against ice, heat against cold, remaining light losing its battle against darkness, that seems to stretch forever, all night and day. On the other side, ice and frost control everything; uncharted territories look lonely and abandoned, permanently controlled by cold.

Here, these uncharted terrestrials are becoming the breeding ground for the most destructive creatures, monsters that you have never seen before. One of them is Yeti, one of the toughest creatures out there, so strong that not even the most advanced combats or heroic skills will work on them.

With the teeth sharp like needles, huge paws that could mutilate you unrecognizable, Yeti is the worst of the worst. You should pray and hope to never cross paths with him, but if unthinkable things happen, its horrendous figure will forever be imprinted into your vision and become a source of your most disturbing nightmares.
Trading Card Game Spellfire Looking To Change The Game

Spellfire is an Ethreum-based play-to-earn trading card game. The platform offers an immersive storyline where players can dive into a world of magic and spells. Collecting cards and building stronger decks give fans a chance to find a place among the most powerful citizens of the Spellfire world. 

Play-to-earn mechanics are the new hit in the blockchain gaming industry. They reverse a decades-long trend of players having to pay for the games they love. Spellfire jumps on board this revolution and takes it to the next level. The game brings back the physical element of card collectible games. Combining physical cards with tokenized card copies allows for a new look at true

https://dappradar.com/blog/trading-nft-card-game-spellfire-looking-to-change-the-game
Carniris - plant monster in the Flaming Waters lands

The diverse terrain of Flaming Waters allows many disturbing creatures to live and grow. Some monsters roam the land with the capabilities to hurt, cause pain and wreak havoc. But it’s not only the wild creatures; it’s nature in itself, being predatory and dangerous, always lurking for the weak and the naive. Here, in the thickest woods and damp forests, grows the flower that, if seen, will forever be engraved into scenarios of the most dreadful nightmares of yours.

With the size of the forest monster, and the mouth of the most disturbing predator out there, Carniris is a plant monster that could devour you and throw away your bones without any remorse, and you wouldn’t even have time to scream.

More about the Plant monsters:
https://spellfire.com
The Dome - connecting the world of dead and living

Without the sun, without nature, Holy Deadlands truly is a place that resembles the end, the final moments of humanity, the death of all things good. Here, death is inevitable, a process that sooner or later will touch everyone.

But as some say, that darkness breeds chaos. The night also allows strange things to happen, something to grow, places to emerge. After a long walk across deep forests, near the cliff and Exiled city, here is the place that locals and those passing by call the Dome.

Here, surrounded by bright light and serenity, something holy and sacred is in the air. But do not be lured into fake safety and illusion. The Dome is not the place to connect with gods. It's a portal connecting the world of dead and living.

The Dome will grant you a wish, hope, and desire that was shared by many: to bring back one ally, dear friend, and loved one back.

Https://spellfire.com
The Headless Horseman

He is everywhere, but nobody has ever seen him. Across the kingdoms, realms, and compounds, undersea forts and dark waves of an ocean, untouchable not only by fire but by ice as well, The Headless Horseman silently observes the crumbling world.

His sword struck out in deadly slash, his horse always ready to gallop straight to the center of the action. However, The Headless Horseman remains the silent watcher rather than an actor in the brutal reality of monstrous fights and warfare.

Do not be spellbound by his cool demeanor and solidity, do not be lured into the idea of false safety. The horseman will forever be a dutiful and loyal subordinate, ready to hide them if under attack for allies. For enemies... let's just say, the worst kind of power strike and explosion of weaknesses is nothing but merciful death.

Https://spellfire.com