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 |