Card Picture |
Card Description |
Quantity |
 |
Abatement
Nature; Cast on square. Dispels all
effects on target square |
1 |
 |
Back to Nature
Nature; Cast on globe. Dispels all spells on globe. |
24 |
 |
Barkskin
Nature; Cast on minion. Minion gets +1 armor. May be cast more
than once on same minion |
24 |
 |
Bellwether
Nature; H:0(x0) A:0 HP:10 L:0 Cast on recruit group. Creates Pacified Cow, a
satyr swordsman. It does not attack. Group cannot be targeted by enemy group
spells, and cannot join other groups or add any new recruits. |
5 |
 |
Biting Wind
Nature; Cast on minion, even if it is concealed. Minion takes 2*M points of damage. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast). |
5 |
 |
Deluge
Nature; Cast on globe. Assects all non-water squaresadjacent to water squares.
Affected squares become water for current turn +1, then change from water to
plains. Turn of casting +1. |
0 |
 |
Diomesia
Nature; H:0 A:0 HP:7 L:2 Cast on recruit group. Creates Diomesia, a satyr Hero
swordswoman. All swordsman in her group and any opposing group no longer deal
hand damage. ( Each hero may be cast only once per game.) |
1 |
 |
Druid
Nature; Cast on archer. Archer gets +1 missile damage, and cannot be targeted by individual Abomination or Mind spells. If archer's group is in forest, Druid generates +1 World for group owner each turn. |
0 |
 |
Dryad's Favors
Nature; Cast on recruit. Recruit is removed from the game. At start of turn
of casting+3, one new recruit of same nation and class is created in square.
(Group is created if square is unoccupied, or on earliest turn thereafter.) |
0 |
 |
Earthquake
Nature; Cast on square. Target square becomes barren land. Colonies in the four adjacent squares are destroyed. Each minion in the four adjacent squares takes 0-4 hit points of damage. |
0 |
 |
Forestation
Nature; Cast on square. Square becomes forest. (Minions in forest squares cannot be
targeted by enemy individual spells.) |
15 |
 |
Fullisade
Nature; Cast on group with archers. Archers in group get +1 attack in combat round 1 only. |
15 |
 |
Gale Force
Nature; Cast on globe. All groups move twice this turn in their direction of travel. |
3 |
 |
Geomancy
Nature; Cast on globe. All non-structure terrain is randomly regenerated, according
to the realm of the current game. |
3 |
 |
Goldcaps
Nature; H:1 A:0 HP:3(x3) L:0 Territorial. Neutral. Creates three Goldcaps. |
24 |
 |
Healing Spring
Nature; Cast on square. When agroup enters square, all members of group are fully healed. |
1 |
 |
Huntsman
Nature; H:3 A:2 HP: 10 L:2 Territorial. Gets +2 hand damage against monsters. |
2 |
 |
Ice Caps
Nature; H:1 A:1 HP:1(x3) L:1 Nomadic, Neutral. Creates three Icecaps. When Icecaps' group dies, group's square becomes ice. |
3 |
 |
Ill Winds
Nature; Cast on town or colony. Affects town and the four adjacent squares.
Minions in squares deal no missle damage(before checking armor). |
1 |
 |
Innundate
Nature; Cast on square. Square becomes water. (Water drowns unprotected
minions at start of turn, before movement and before combat. Water blocks
movement unless group has watewalk.) |
0 |
 |
Jade Dragon
Nature; H:4(x2) A:1 HP:15 L:2 Waterwalk. Two attacks. Target square becomes
water. At start of combat against Imps, kills one random opposing Imp. At
start of turn, is removed from the game. |
5 |
 |
Jaguar's Blood
Nature; Cast on minion. Minion gets +3 Maximum and current hit points. |
14 |
 |
Karillian Arrows
Nature; Cast on archer. When archer damages an opponent, Opponent
gets an effect that gives 1 hit point of damage at start of each round for
the rest of that combat. |
0 |
 |
Lightning Bolt
Nature; Cast on minion. Minion takes five hit points of damage. |
17 |
 |
Natural Order
Nature; Cast on square. Dispels all square spells in the 3x3 diamond centered on square. This does not change terrain or destroy colonies. |
17 |
 |
Pixie Dust
Nature; Cast on minion. All other members of minion's group
get -2 hand damage. |
1 |
 |
Primeval Forest
Nature; Cast on forest. Affects all contiguous forest squares. Every monster
created in Primeval forest gets primeval strength(+1 hand damage). |
16 |
 |
Protective Cover
Nature; Cast on recruit. Recruit no longer attacks, and recieves no combat
damage. When recruit is hit by an Imp (before checking armor), The Imp
receives the damage instead, ignoring armor. Dispelled after next combat. |
0 |
 |
Revelers
Nature; Cast on recruit group. All members of group lose their natural
house abilities. |
0 |
 |
Seed on the Wind
Nature; Cast on square. The 3x3 diamond centered on square becomes forest.
(Minions in forest cannont be targeted by enemy indvidual spells.) |
22 |
 |
Sign of Order
Nature; Cast on globe. Caster gets +1 order each turn. May be cast more
than once. |
14 |
 |
Simian Warriors
Nature; H:3 A:1 HP:7 L:1, H:1 A:0 HP:3 L:2, H:2 A:0 HP:5 L:1 Territorial.
Creates three different Simian Wariors. |
13 |
 |
Stone Circle
Nature; Cast on square. Square and it's occupant cannot be targeted by
any spells. Minions in square get +1 level. |
9 |
 |
Straight-Arrow
Nature; Cast on archer. Archer gets +4 missile damage in combat round 1 only. |
9 |
 |
Syzygy
Nature; Cast on globe. Next turn, caster has all spell casting costs
adjusted by -1 primary and -1 secondary mana per spell |
0 |
 |
Tornado
Nature; Cast on square. Square's terrain is moved to a random
adjacent non-structure square. Square becomes barren land. |
0 |
 |
Tree Man
Nature; H:3 A:1 HP:12 L:1 Territorial. Cast on Forest. |
0 |
 |
Uproot
Nature;H:3 A:1 HP:12(x3) L:1 Nomadic. Cast on forest. Target square becomes barren land. Creates 3 Uprooted Tree Men. When Uprooted group dies, group's square becomes forest. |
0 |
 |
Water Breathing
Nature; Cast on group. Group gains waterwalk. (Group may cross water, and
does not drown in water.) |
20 |
 |
Will o' the Wisp
Nature; Cast on recruit group not in structure. Group disappears for turn
of casting +2. (Group reappears at at start of turn if it's square is
unoccupied, or on the earliest turn thereafter.) |
0 |
 |
Wolf Pack
Nature; H:3 A:0 HP:10(x3) L:1 Territorial. cast on forest. Creates
three wolves. |
0 |
 |
Woodhenge
Nature; Cast on forest. Square and its occupants cannot be targeted by any spells. Duration: Turn of casting +1. |
0 |
 |
World Dance
Nature; Cast on town or colony. World Dance generates +2 world
for town owner each turn. |
1 |