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House of Life


Card Picture

Card Description

Quantity

Adriel's Glamour


Life; Cast on globe. Neither player may cast any globe spells. (This squanders all subsequent globe spells cast this turn.) Duration: Turn of casting +4.
21

Adriel's Mantle


Life; Cast on group. Group and its members cannot be targeted by any group spells or individual spells. Duration: Turn of casting +1.
0

Allies


Life; Cast on friendly town or colony. Creates two Elf novices in town.
22

Arboriads


Life; H:3 A:1 HP:7(x2) L:1 Cast on globe. Creates two Arboriads off the board. Before combat, they appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. They get +4 hand damage against Death minions. Dispelled when killed.
1

Auberol's Grace


Life; Cast on town or colony. Colony becomes town. Every recruit created in town gets Grace of Auberol (+4 maximum and current hit points).
0

Aura of World


Life; Cast on globe. Caster gets +1 World each turn. May be cast more than once
16

Bard


Life; H:0 A:3 HP:7 L:1 Cast on recruit group. Creates an Elven swordsman. Bard does not deal hand or missile damage. Other swordsmen in group get +1 hand damage. Only one in a group.
4

Cadre


Life; Cast on recruit group with archers. Archers in group get +1 missile damage against swordsmen.
16

Caravan


Life; Cast on recruit group. Group gains Desertwalk. (Group takes no damage from desert.)
15

Clandestin


Life; Cast on town or colony. Every recruit created in town gets Greymantle (recruit is concealed). Duration: Turn of casting +4.
0

Cleansing Light


Life; Cast on group. Dispels all group and individual spells on group.
0

Elixer Vitae


Life; Cast on globe. Every recruit on the board gets Drop of Elixir Vitae (+6 maximum hit points). (Recruits that are off the board are not affected.)
0

Elven Piper


Cast on recruit group. At start of combat, group plays bagpipe music
0

Fae Gift


Life; Cast on swordsman. Swordsman changes into an Elf. Swordsman's attacks now deal points of healing instead of points of damage (after checking armor normally).
0

Fae Quadrille


Life; Cast on square. On turn of casting only, all minions in the four adjacent squares are fully healed. Square cannot be entered. Duration: Turn of casting +1.
2

Faerie Circle


Life; Cast on forest. At start of turn, group in square disappears for current turn +1-5. Every member of group is fully healed and gets Faerie Blessing (+1 level, and group cannot re-enter Faerie Circle). (Group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
0

Faerie Fire


Life; Cast on recruit group with archers. Archers in group get +2 missile damage. Dispelled after next combat.
13

Faerie Knight


Life; Cast on recruit. Recruit gets +2 maximum and current hit points. Recruit receives no combat damage from recruits without enchantments (after checking armor).
1

Filigreed Armor


Life; Cast on recruit. Recruit gets +1 armor. Recruit receives -1 damage from recruits without enchantments (before checking armor).
0

Flight


Life; Cast on recruit group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.)
1

Fountain of Youth


Life; Cast on square. When group enters square, every member of group is fully healed, and gets Youth (-1 level). Any minions who join this group later are not affected.
1

Golden Grove


Life; Cast on plains. Monsters cannot enter or be targeted on square. At start of turn of casting +3, square matures and becomes forest. A mature Golden Grove generates 1 mana of its owner's choice, and is captured like a stucture. Dispelled if terrain changes.
1

Healing Hands


Life; Cast on recruit. At start of turn, all members of group heal 1 hit point.
15

Incarnate


Life; Cast on recruit. When recruit dies, one new recruit of the same nation and class is created in the recruit owner's Sanctum. (If the recruit cannot be created this turn, it is lost.)
11

Individualism


Life; Cast on globe. Neither player may cast any group spells. (This squanders all subsequent group spells cast this turn.) Duration: Turn of casting +2.
1

Lienna


Life; M:2 A:0 HP:7 L:2 Cast on recruit group in forest. Creates Lienna, an Elven Hero archer. While Lienna is in play, her caster's side has Initiative. (When Lienna leaves play, her caster's side does not automatically lose Initiative.) (Each Hero may be cast only once per game.)
0

Lienna's Sigil


Life; Cast on group. At start of combat against monsters, group withdraws, ending combat.
0

Lienna's Steed


Life; Cast on friendly recruit group. Group moves one square diagonally toward opponent's edge of the board. Group's movement orders are cancelled.
0

Oasis


Life; Cast on town or colony. The four squares adjacent to town become desert. (Desert causes 1 hit point of damage at start of turn unless group has Desertwalk.) At start of turn, recruits in town heal 1 hit point.
1

Pacifism


Life; Cast on recruit. Recruit no longer attacks, and no longer deals hand or missile damage.
0

Prismatic Serpent


Life; H:4 A:2 HP:12 L:2 Nomadic. Gets +4 hand damage against Death or Despair monsters. Cannot be targeted by Death or Despair individual spells.
0

Pyx


Life; Cast on group. All members of group are fully healed.
15

Questing Beast


Life; H:3 A:1 HP:6 L:1 Nomadic. Neutral. Cast on recruit group. Created in a random square. Group leaves player control and hunts Questing Beast until Beast leaves play. At start of combat, Questing Beast dies, ending combat. If target group causes this, its members get +1 level.
0

Redeemer's Sword


Life; Cast on swordsman. Swordsman gets +2 hand damage, or +4 damage against Death or Despair monsters. Swordsman cannot be targeted by Death or Despair individual spells.
13

Ring of Light


Life; Cast on town or colony. Ring of Light generates +2 Clarity for town owner each turn.
1

Seelie Champion


Life; Cast on archer. Archer gets +1 missile damage for each subsequent alteration cast on archer.
13

Seelie Court


Life; Cast on town (not colony). Town has all spells dispelled, and disappears. Town and square cannot be targeted by spells. At start of every 1-3 turns, town reappears if square is empty, or disappears again. Town generates mana and creates novices while gone.
0

Seelie Favor


Life; Cast on non-friendly group. Group cannot be targeted by group spells.
0

Sylph


Life; M:3(x2) A:0 HP:15 L:1 Territorial. Two attacks. Receives no combat damage from recruits without enchantments (after checking armor).
1

Terrain Bind


Life; Cast on group. Group cannot enter a terrain type different from the one it is currently in. Structures count as plains. Duration: Turn of casting +2.
1

Undine


Life; H:2 A:0 HP:15 L:3 Cast on water. Plains, forest, and desert in the four squares adjacent to Undine attract enemy-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.) Undine does not move unless forced, and dies if not in water.
15

Vivant


Life; Cast on recruit. Recruit no longer attacks, and no longer deals hand or missile damage. At start of each combat round, the most damaged other recruit in Vivant's group heals 3 hit points. At start of turn, all members of group are fully healed.
0

Well Spring


Life; Cast on square. When recruit group enters square, all minions on the board are fully healed, and Wellspring is dispelled. (Minions that are off the board are not affected.)
0

Yeoman


Life; Cast on archer. Archer gets +1 missile damage, and its missile damage becomes magical. (Magical damage ignores armor, immunities, and spells.) When archer hits a Keeper, Keeper dies and Yeoman is dispelled.
0
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