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House of Body


Card Picture

Card Description

Quantity

Ancestral Home


Body; Cast on town or colony. Colony is destroyed. Dispels all spells on town. Town cannot be targeted by structure spells. When any recruits are created in town, town moves to an adjacent empty square, leaving plains. (A town dispels its square and changes it to plains.)
0

Balance of Mystery


Body; Cast on globe. Caster gets +1 Mystery each turn. May be cast more than once.
27

Bear Spirit


Body; Cast on swordsman. At start of turn, swordsman has 25% chance to switch between bear (H:3(x2) A:0 L:0 Two attacks) and recruit. (Hit points, level gains, and spells remain unchanged after each transformation.) Cannot be targeted by Weapon Master.
15

Big Rock


Body; Cast on Cyclops archer. Archer gets +3 missile damage and -1 level.
0

Blue Auk


Body; H:3 A:0 HP:16 L:1 Nomadic, Waterwalk. Cast within a 3x3 diamond centered on a water square.
8

Brother Wolf


Body; H:3 A:0 HP:10 L:1 Cast on friendly recruit group. Creates Wolf. Other members of his group no longer attack. When any other member of his group is hit (before checking armor), Wolf receives the damage instead, ignoring armor. When Wolf dies, his group withdraws at the start of the next round, ending combat. Only one of Whipping Boy or Brother Wolf in a group.
0

Brown Striders


Body; H:2 A:0 HP:3(x3) L:2 Cast on globe. Creates three Brown Striders off the board. Before combat, Striders appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. Withdraws at the start of combat round 3. Striders' hits give Strider's Venom (-1 hand damage, cumulative). Dispelled when killed. May be cast more than once.
0

Burst of World


Body; Cast on globe. Caster gets +2 World next turn.
14

Cessao Rift


Body; Cast on square. At start of turn, if square is unoccupied, there is a 20% chance that a neutral group of random nation, injury, and enchantments is created in square. (Neutral recruit groups cannot enter structures.) Duration: Turn of casting +6
4

Cessao Spiral


Body; Cast on square. At start of turn, before movement, before combat, and when monster group enters square, monster group is removed from the game, regardless of Flight. (This does not set off any death-triggered effects.)
0

Circle of Wisdom


Body; Cast on friendly group. Dispels all group and individual spells on group.
1

Compalcency


Body; Cast on group not in a structure. Group's movement orders are cancelled and it cannot be moved. Duration: Turn of casting +2.
0

Eagle Spirit


Body; M:3 A:0 L:1 Cast on archer. At start of turn, archer changes randomly between Eagle and recruit form. When Eagle damages a monster, monster is killed. Cannot be targeted by Weapon Master. (Hit points, levels, and spells remain unchanged after each transformation.)
0

Fertility


Body; Cast on town or colony. Town creates one novice each turn. Duration: Turn of casting +6.
6

Fleetness


Body; Cast on recruit group. Group moves twice this turn in its direction of travel.
8

Fortitude


Body; Cast on group. All members of group get +2 maximum and current hit points.
1

Giant


Body; H:4 A:1 HP:16 L:2 Territorial, Mountainwalk. Cast on mountain. At start of combat, throws rock (5 hit points of damage) at one random opposing minion.
0

Great Bear


Body; H:3 A:1 HP:18 L:1 Nomadic. Cannot be targeted by Mind spells. In combat against Djinni, Great Bear does a "combined attack" (always targets the first opposing Djinn, and each attack hits all opposing Djinni simultaneously).
2

Healing Balm


Body; Cast on recruit. At start of turn, recruit heals 1 hit point.
7

Immersion


Body; Cast on recruit. Recruit receives no combat damage from monsters (before checking armor).
7

Lion Spirit


Body; H:4 A:0 L:1 Cast on swordsman. At start of turn, swordsman changes randomly between Lion and recruit form. Changing to Lion form dispels all other individual spells. Lion receives no combat damage from monsters (before checking armor). Cannot be targeted by Weapon Master. (Hit points and levels remain unchanged after each transformation.)
0

Lizard Spirit


Body; H:2 A:1 L:2 Cast on swordsman. At start of turn, swordsman changes randomly between Lizard and recruit form. Lizard cannot be targeted by enemy individual spells. Cannot be targeted by Weapon Master. (Hit points, levels, and spells remain unchanged after each transformation.)
0

Lycanthropy


Body; Cast on recruit group not in a structure. Recruit group is replaced by an equal number of Wolves (H:3 A:0 HP:10 L:1 Territorial). If dispelled, each Wolf is replaced by a new recruit of the original nation and class, with the same amount of damage.
0

Mask of Woad


Body; Cast on swordsman. Swordsman gets +1 hand damage. Cyclopes in swordsman's group get +1 hand damage against Djinni.
5

Minotaur


Body; H:4 A:2 HP:12 L:2 Territorial. If killed by a recruit group, the first swordsman in group gets Minotaur's Axe (+1 hand damage).
0

Mountain Climb


Body; Cast on group. Group gains Mountainwalk. (Group may cross mountains and volcanoes. This does not protect group from volcano damage.)
1

Neriad's Curse


Body; Cast on group. Group gains Waterwalk and Desertwalk. At start of turn, if group is not in water, all members of group take 1 hit point of damage.
0

Nomadic Tribe


Body; Cast on recruit group. At start of every other turn, one level 1 Cyclops swordsman (if group size is three or less) or archer (if group size is four or more) is created in group. (If group is in a structure, all town spells affect the new recruits.)
0

Olotus


Body; H:3 A:1 HP:13 L:2 Cast on recruit group. Creates Olotus, a Cyclops Hero swordsman. When Olotus is cast, all Cyclopes in play (including Olotus) get Rite of Growth (+1 hand damage and +4 maximum and current hit points). (Each Hero may be cast only once per game.)
0

Priodont


Body; H:2 A:4 HP:14 L:1 Territorial, Desertwalk.
2

Rampage


Body; Cast on monster. Monster gets +5 maximum and current hit points and +1 attack each round.
5

Regenerate


Body; Cast on minion. At start of turn, minion is fully healed.
7

Rite of Growth


Body; Cast on minion. Minion gets +1 hand damage and +4 maximum and current hit points.
6

Ritual Cleansing


Body; Cast on recruit. Dispels all individual spells on recruit.
1

Savanah


Body; Cast on square. The 3x3 diamond centered on square becomes plains.
14

Scrying Pool


Body; Cast on square. When any group occupies square, group's owner ignores invisibility and forest when targeting individual spells
4

Shaman's Walk


Body; Cast on recruit. Recruit's group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.)
0

Shapeshifter


Body; Cast on swordsman. At start of turn, swordsman changes randomly between recruit form and Bear, Lion, and Lizard Spirits. These spells have no casting cost for Shapeshifter's caster. Cannot be targeted by Weapon Master. Only one in play at a time.
0

Spiritbinding


Body; Cast on recruit. When a new monster group is created on the board, recruit copies the first monster's hand and missile damage, armor, maximum hit points, and level, and Spirit Binding is dispelled. (This does not change recruit's attack types.)
0

Strength of Body


Body; Cast on recruit. Recruit gets +1 hand damage.
12

Vision Quest


Body; Cast on friendly recruit. Recruit disappears for turn of casting +2. Recruit is fully healed, has all group and individual spells dispelled, and gets +2 levels and Rite of Growth (+1 hand damage and +4 HP). (New group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
0

Visionary


Body; Cast on friendly recruit. Recruit gets +1 level, and no longer deals hand or missile damage. Archers in recruit's group get +1 missile damage.
0

Water Walking


Body; Cast on group. Group gains Waterwalk. (Group may cross water, and does not drown in water.)
0

Xia's Walk


Body; Cast on minion. Minion becomes invisible. (Invisible minions cannot be targeted by enemy individual spells.) Duration: Turn of casting +4.
7
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