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House of Nature


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
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