1000	s	Cast on globe. Every non-friendly town and colony no longer gene- rates its 1 mana unless it is occupied at start of turn by N or more recruits, where N is the number of friendly copies of this spell on the globe. (Mana-generating spells still produce mana normally.) May be cast more than once.
1001	s	Cast on globe. After start of next turn, all Imps in lava or volcano squares are fully healed, and take no damage from lava or volcanoes, and Crucible is dispelled.
1002	s	Cast on group. Group dies. The Pact Is Sealed (caster gets -2 Will and -2 Strife each turn, may be cast more than once) is cast on the globe.
1003	s	Cast on friendly recruit group. All members of group get -3 maximum hit points and +1 attack rate.
1004	s	Cast on friendly recruit group. All members of group get +1 attack rate in their first combat round of attacks. During combat, when any opposing recruit is dying, recruit is healed to 1 hit point, has all spells dispelled, and disappears. Those recruits reappear in Slaver's square when empty, with Enslaved (joins caster's side; can't add; in friendly structure, replaced by equal number of novices).
1005	s	Cast on globe. If any minion dies during the rest of this turn, or from next turn's "at start of turn" and "after start of turn" effects, caster gets +1 Will permanently.
1006	s	Cast on globe. Both players discard all spells in hand that were not cast this turn.
1007	s	Cast on town or colony. If structure is occupied by two or more recruits, Willing Supplicants generates +1 Will and +1 Strife for structure owner each turn.
1008	s	H:0(*) A:1 HP:15 L:1 Immobile. Gets +H hand damage, where H is its current hit points. Gets -5 hand damage if its owner has Initiative. Withdraws at the start of combat round 4. (Immobile monsters cannot be moved.)
1009	s	Cast on square. Square becomes forest. (Minions in forest are concealed. Concealed minions cannot be targeted by enemy individual spells.) Every monster created in Jungle gets Jungle Vigor (+3 maximum and current hit points).
1010	s	Cast on recruit. Recruit gets +1 armor and +1 level.
1011	s	Cast on swordsman. Swordsman gets +1 hand damage, and its group gains Mountainwalk. (Group may cross mountains and volcanoes. This does not protect group from volcano damage.)
1012	s	H:3 A:1 HP:13 L:1 (Oro), H:3 A:2 HP:11 L:1 (Vlad) Cast on friendly unoccupied town or colony. Creates Oro, a Cyclops Hero swordsman with Rite of Growth, and Vlad Hrothgar, a Human Hero swordsman with Veteran. (Each Hero may be cast only once per game.)
1013	s	Cast on friendly recruit in group of two or more. Before movement, if recruit's group is moving this turn, recruit leaves its group, and has all group spells dispelled, and Outcast is dispelled. Recruit's new group copies its old group's movement orders, and moves twice this turn in its direction of travel. The remaining group's movement orders are cancelled, and it cannot be moved this turn.
1014	s	Cast on group. When group moves, its new square becomes forest. (Minions in forest are concealed. Concealed minions cannot be targeted by enemy individual spells.) ("Moves" effects happen before any "enters square" effects.)
1015	s	Cast on minion. Minion gets +3 maximum and current hit points. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1016	s	Cast on recruit in desert, even if it is concealed. Recruit dies.
1017	s	Cast on globe. At start of turn, one random non-desert square becomes desert. (Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.) Duration: Through turn of casting +4. May be cast more than once.
1018	s	Cast on swordsman. Swordsman attacks normally in combat round 1, and gets +3 hand damage in combat round 1 only.
1019	s	Cast on monster group. Each member of group is lowered to 1 current hit point.
1020	s	H:2 A:1 HP:7 L:1 Cast on globe. Each time a non-friendly recruit dies outside of combat, one Keeper swordsman is created in caster's Sanctum. (If the recruit cannot be created this turn, it is lost.) Only one per player at a time.
1021	s	Cast on globe. Caster cannot cast any group or individual spells. Duration: Through turn of casting +2. On expiration, Slave Labor becomes Slave Labor II (alteration, caster gets +1 Mystery and +1 Will each turn). May be cast more than once.
1022	s	Cast on minion. Minion gets -1 hand and missile damage. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1023	s	Cast on globe. When any spell is squandered, a copy of that spell is randomly inserted into its caster's deck.
1024	s	Cast on globe. At start of turn, one random enemy recruit changes into a Shadow. Shadows receive no combat damage from Shadows (before checking armor). Duration: Through turn of casting +3. Only one per player at a time.
1025	s	Cast on globe. All recruits get -1 level.
1026	s	H:3 A:1 HP:10 L:2 Nomadic. At start of combat against recruits, Nightmare casts Despond (all members of group receive +1 damage from Shadows; Visions receive +2 damage instead) on opposing group.
1027	s	Cast on globe. A random enemy minion dies.
1028	s	H:2 A:1 HP:7 L:2 Cast on recruit in a non-friendly group of 3 or more. He is replaced by Odar, a Shadow Hero swordsman. (This does not trigger any death effects.) When cast, Odar kills a random other member of his group. In combat, Odar must attack a random other minion on either side. When Odar is alone in his group, his group joins caster's side, and be- comes player-controlled. (Each Hero may be cast only once per game.)
1029	s	Cast on globe. Every player-controlled group in every town and colony moves in a random legal direction.
1030	s	Cast on recruit. Recruit changes into a Shadow. Each turn, every spell in opponent's hand that has opponent's primary mana in its casting cost is adjusted by +1 primary mana of opponent's mana types.
1031	s	Cast on globe. On turn of casting +1, neither player may cast any spell, nor discard, and no group enters combat. (This prevents all start-of-combat effects as well.) Duration: Through turn of casting +1.
1032	s	Cast on globe. Caster cannot cast any globe spells, nor discard. For caster only, globe becomes Abstention, whirlpool becomes still water. Duration: Through turn of casting +2. On expiration, Abstention becomes Abstention II (alteration, caster gets +2 Clarity each turn). May be cast more than once.
1033	s	Cast on globe. All friendly recruits on the board without Aura get Aura (+1 armor, dispelled when recruit is hit in combat). (Recruits that are off the board are not affected.)
1034	s	Cast on recruit. Recruit dodges the first attack each round that would normally hit recruit.
1035	s	H:1 A:1 HP:7 L:2 Cast on square not adjacent to any structure, and only after turn 25. Creates Heartsong, an Imp Hero swordsman. Heartsong has Scars of Kolekh. At start of combat against a recruit group of one, if both groups can join, then enemy recruit leaves its group, has all group spells dispelled, and joins Heartsong's group, ending combat. (Each Hero may be cast only once per game.)
1036	s	Cast on friendly town or colony. Every recruit created in structure gets Visionary Armor (+1 armor).
1037	s	Cast on friendly recruit group. Group is removed from the game. (This does not trigger any death effects.) For each recruit in group, 1 novice is created in caster's Sanctum.
1038	s	M:2 A:0 HP:7 L:1 Cast on globe. One Vision archer is created in every recruit group on the board. (Recruit groups off the board are not affected.)
1039	s	Cast on globe. When any friendly recruit is dying, recruit returns to life, is fully healed, has all group spells dispelled, and disappears, and Zana's Escape is dispelled. At start of next turn (or the earliest turn thereafter), recruit's new group reappears in a random friendly unoccupied structure, or in caster's Sanctum if it is unoccupied and no friendly unoccupied structures exist. Only one per player at a time.
1040	s	Cast on friendly minion. Dispels all non-friendly individual spells on minion.
1041	s	H:4 A:3 HP:15 L:2 Cast on globe. Creates Granite Guardian off the board. Before combat, it appears adjacent to a non-friendly recruit group that is adjacent to a friendly town. After all combat, it disappears again. Dispelled when killed. May be cast more than once.
1042	s	H:2 A:1 HP:7 L:2 Cast on friendly recruit group. Creates Ozande, a Human Hero swordsman. Ozande has Retribution and Justicars. (Each Hero may be cast only once per game.)
1043	s	Cast on globe. Caster cannot cast any structure or square spells. Duration: Through turn of casting +2. On expiration, Preservation becomes Preservation II (alteration, caster gets +1 Order and +1 Mystery each turn). May be cast more than once.
1044	s	Cast on square. Affects all contiguous non-structure squares in the same row, and all contiguous non-structure squares in the same column. Affected squares cannot be targeted by any spells.
1045	s	Cast on globe. On turn of casting +1, caster cannot cast any spells. On turn of casting +2 and +3, opponent cannot cast any spells. Duration: Through turn of casting +3.
1046	s	Cast on globe. The next summoning spell cast is squandered, and Summoning Licensure is dispelled.
1047	s	Cast on globe. Dispels the most recent alteration or conjuration that was cast from either player's hand.
1048	s	Cast on globe. Neither player may cast any structure spells. (This squanders all subsequent structure spells cast this turn.) Duration: Through turn of casting +7.
1049	s	Cast on globe. Caster cannot cast any group spells on friendly groups, or individual spells on friendly minions. Duration: Through turn of casting +2. On expiration, Court Politics becomes Court Politics II (alteration, caster gets +2 Clarity each turn). May be cast more than once.
1050	s	Cast on globe. Each time a recruit dies, the top card of its owner's deck is removed from the game. Duration: Through turn of casting +4.
1051	s	Cast on square. Square becomes forest. (Minions in forest are con- cealed. Concealed minions cannot be targeted by enemy individual spells.) Affects all contiguous forest squares. Enemy recruits in squares get -1 level. May be cast more than once (but is non-cumulative).
1052	s	Cast on archer. Archer gets +1 missile damage. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1053	s	Cast on town or colony. At start of turn, Spy at Court tells its caster the next card at the top of its caster's deck (after caster has drawn cards this turn), if structure is friendly; or the top card in opponent's deck (before opponent draws cards this turn), if the structure is enemy.  Each additional Spy at Court in play tells the next successive card. Only one per player per structure at a time.
1054	s	Cast on globe. All recruit groups' movement orders are cancelled, and they cannot be moved. Duration: Through turn of casting +1.
1055	s	Cast on globe. All groups withdraw at the start of combat round 7, ending combat.
1056	s	H:2 A:1 HP:7(x4) L:2, M:2 A:1 HP:7(x4) L:2 Cast on friendly, unoccupied town or colony. Creates a neutral, immobile group of 4 Vision swordsmen and 4 Vision archers. (At start of turn, if neutral group occupies structure, group captures structure for the neutral player. Immobile groups cannot be moved.)
1057	s	When any player casts a spell, a copy of that spell is added to the bottom of its caster's deck. Duration: Through turn of casting +1.
1058	s	Cast on friendly group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) When group moves into a structure, duration is reset to current turn +9. On expiration, group dies. Duration: Through turn of casting +9.
1059	s	Cast on friendly recruit. At start of turn, a random friendly recruit in an adjacent square without Field Armor gets Field Armor (+1 armor).
1060	s	Cast on square adjacent to friendly structure. Square become mountain. (Mountain blocks movement unless group has Mountainwalk.)
1061	s	Cast on recruit. Recruit gets +1 armor. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1062	s	Cast on globe. All spells whose casting costs use only one mana type are drawn to the top of both player's decks.
1063	s	H:2 A:1 HP:7 L:2 Cast on friendly town or colony. Creates Theralda Glaivesforge, a Dwarven Hero swordswoman. While Theralda is in play, every non-Making spell in her caster's hand that has Order or Will in its casting cost is adjusted by -1 primary and -1 secondary mana of its mana types.
1064	s	Cast on globe. Caster gets +2 Will and -1 Clarity on odd-numbered turns, or -1 Will and +2 Clarity on even-numbered turns. May be cast more than once.
1065	s	Cast on globe. If the top card of opponent's deck is Force of Mind, one copy of Force of Mind is added to the top of opponent's deck. Otherwise, two copies of Force of Mind are added to the top of opponent's deck.
1066	s	Cast on group. On turn of casting only, group's movement orders are cancelled, and it cannot be moved. All members of group get +1 level.
1067	s	Cast on square. When recruit group enters square, group gets Binding Cube (group cannot be moved through current turn +2).
1068	s	Cast on globe. Caster gets +2 Order, +2 Strife, and +2 Mystery each turn. May be cast more than once.
1069	s	Cast on minion. Minion takes two hit points of damage. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1070	s	Cast on minion with hand attacks. Minion gets -5 hand damage.
1071	s	Cast on globe. Caster cannot cast any summoning spells. Duration: Through turn of casting +2. On expiration, Xenological Study becomes Xenological Study II (alteration, caster gets +2 Will each turn). May be cast more than once.
1072	s	Cast on friendly recruit. Recruit cannot be targeted by non-friendly individual spells. All friendly archers in squares adjacent to recruit get +1 missile damage.
1073	s	Cast on square. Affects square and all adjacent squares. At start of turn, all minions in affected squares take 1 hit point of damage. Duration: Through turn of casting +2. May be cast more than once.
1074	s	Cast on square adjacent to friendly structure. Square becomes water. (Each minion drowns (dies) in water when water is created, when minion enters square, at start of turn, before movement, and before combat, unless minion has Waterwalk. Water blocks movement unless group has Waterwalk.)
1075	s	Cast on recruit group. Group becomes computer-controlled, cannot join groups or create new recruits, and moves like a territorial monster within the 3x3 diamond centered on group's square at time of casting. Duration: Through turn of casting +2.
1076	s	Cast on recruit group. If group is player-controlled, its movement orders are cancelled. Every friendly recruit group's movement orders are cancelled.  (Groups may still move if forced, or if they are computer- controlled.)
1077	s	H:2 A:1 HP:7 L:1 or M:2 A:0 HP:7 L:1 Cast on friendly recruit group in a structure. Creates a Satyr recruit of random class.
1078	s	Cast on friendly town or colony. The four squares adjacent to structure become ice. (When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. Flight does not prevent sliding.)
1079	s	Cast on archer. Archer gets +1 missile damage, and its group gains Waterwalk. (Group may cross water, and does not drown in water.)
1080	s	Cast on minion, even if it is concealed. Minion is removed from the game. (This does not trigger any death effects.)  World Drain (caster gets -1 World each turn, may be cast more than once) is cast on the globe.
1081	s	Cast on globe. Dispels a random spell on the globe.
1082	s	Cast on friendly recruit group. Group moves twice this turn in its direction of travel. If group is player- controlled, it moves in a random legal direction toward an unoccupied square.
1083	s	Cast on town or colony. At start of turn, Jester at Court tells both players a random card that isn't on top of structure owner's deck. (Start of turn effects happen before card draws.) Only one per player per structure at a time.
1084	s	Cast on friendly recruit group of two or less. For each Misfit in group, Mitosis creates another Misfit of the same class. All Misfits in group with 6 or more current hit points are lowered to 5 current hit points. (Misfits with less than 5 current hit points are not healed.)
1085	s	Cast on square in a contiguous region of three or more squares with the same terrain type. One random square within that region becomes swamp. (Group in swamp can exit only in the direction from which any group most recently entered that swamp.)
1086	s	M:4 A:0 HP:9 L:2 Cast on friendly recruit group. Creates ThudThud, a Misfit Hero archer. ThudThud has Iron Shillelagh and Kumatru Archer. (Each Hero may be cast only once per game.)
1087	s	Cast on recruit. Recruit gets three Chaos Features and changes into a Misfit.
1088	s	Cast on globe. On each turn thereafter, one random spell cast by either player is squandered.
1089	s	Cast on globe. When any recruit kills any opponents by combat damage, recruit gets +1 level at start of next turn (regardless of the number of kills). (The maximum recruit level is 5.)
1090	s	Cast on globe. At start of combat, if friendly group has at least one Human archer, Cannon inflicts 1 hit point of damage on each member of opposing group. Only one per player at a time.
1091	s	Cast on globe. The player who controls the highest-level recruit on the board gains Initiative. If the highest-level recruit is neutral, or if two or more recruits tie for the highest level and they have different controllers, then Initiative does not change. (Recruits off the board are not considered.)
1092	s	H:0 A:3 HP:7 L:1 Cast on friendly recruit group. Creates a Human swordsman. Decoy gets +2 armor. Decoy does not attack, nor deal hand or missile damage. In combat, all enemy shooters (minions with missile attacks), and all unpaired enemy bashers (minions with only hand attacks), must attack Decoy. Only one in a group.
1093	s	Cast on friendly recruit group not in a structure. A random friendly town or colony on the board is destroyed, and a friendly town is created in group's square. (Structures that are off the board are not considered.)
1094	s	Cast on friendly recruit. Recruit cannot be targeted by non-friendly individual spells. All friendly swordsmen in squares adjacent to recruit get +1 hand damage.
1095	s	Cast on swordsman. Swordsman gets +1 hand damage. Expansive (When this spell is cast from your hand, a copy of this spell is added to your hand that costs +1 mana; may be cast more than once on the same minion).
1096	s	H:3 A:2 HP:11 L:1 (Vlad), H:3 A:1 HP:13 L:1 (Oro) Cast on friendly unoccupied town or colony. Creates Vlad Hrothgar, a Human Hero swordsman with Veteran, and Oro, a Cyclops Hero swordsman with Rite of Growth. (Each Hero may be cast only once per game.)

1002	f	Demons are all too happy to make binding contracts, and oh how they can bind! They will even keep their end of the bargain, because they know they're getting the better end of the deal.
1004	f	When Ngozi's tribe was ambushed by Imps and taken to be sold as slaves and lunchmeat in Volgaria, she tricked them into crossing a large band of Human mercenaries. Ngozi thus won her first military victory at age 13.
1013	f	When a Cyclops commits an act against his tribe, he is forced to atone by committing an equal or better deed of heroism. Only then can he return in good standing.
1014	f	In the first Cycle,<br>    Sister Tree is small.<br>In the second Cycle,<br>    Sister Tree grows strong.<br>In the third Cycle,<br>    Sister Tree shelters us.<br> -- Cyclops proverb
1015	f	The farther you walk, the harder it is to take another step.
1016	f	Stealth can only get you so far, when the sands of Death stretch out for as far as you can see.
1022	f	Fear feeds on itself.
1023	f	 waste land.
1027	f	And when the hourglass has run out, the hourglass of temporality, when the noise of secular life has grown silent and its restless or ineffectual activism has come to an end, when everything around you is still ... then eternity asks you and every individual in these millions and millions about only one thing: whether you have lived in despair or not ... -- Sren Kierkegaard, "The Sickness Unto Death"
1028	f	When Odar went mad and struck off his son's head, the Dwarven race realized that none were truly immune from the pangs of Despair.
1040	f	When Dracha appoints a subordinate with a task, he will remove obstacles to that task's completion.
1044	f	Dracha insists those who walk the straight path have nothing to fear.
1048	f	Adriel, Elven Protectress of Life, vowed that as long as she lived, the Dwarves would not go extinct from infertility.
1050	f	From vain pursuit our Lord returned<br>His own Protector oaths betrayed<br>And ordered all then to lament<br>Upon a dire cost thrice paid<br> -- The Fae Quadrille of Wyr
1052	f	The product of knowledge is more knowledge.
1056	f	At Vandesford in the far north, the Dwarves under siege brought in a host of Visions to boost morale out of desperation. Later, the entire city defected to Hope, and ever since Dwarves have considered Vision allies a threat more dangerous than their supposed foes.
1057	f	The Dwarven Historian Boret'hu chronicled the events from just before the Great Wasting to present day. His works are proof that the present can be influenced by the past.
1061	f	Sufficiently ordered systems improve themselves.
1062	f	The Okapi Guild specializes in exploiting Fingle's Last Law of Probability: that which is inevitable, happens; that which is unlikely, happens when you don't want it to.
1068	f	Pantogar, Djinni enthusiast of Justice, attempted to write a Book of Law. Had he succeeded 
1069	f	Intense concentration makes it easier to concentrate.
1074	f	 What is running, never walking?<br>Has a mouth that isn't talking?<br>Has a head that's never weeping?<br>Has a bed where it's not sleeping?<br> -- Riddle of the Nix
1077	f	The denizens of Nature have many friends. The Foxpeople of Utabo can be called upon to look after the forests in times of need, allowing more Satyrs to defend the groves.
1086	f	Before he became a Misfit, the Djinn T'ara'du T'ara'da developed the famous Kumatru archery techniques.
1089	f	Never stop learning. -- Ngozi, The Book of War, last sentence
1091	f	Know strategy. Know tactics. But above all, know how to fight. -- Ngozi, The Book of War
1093	f	When Lord Auberol invited a Human band to encamp within Arboria to defend against Bes-Kandra's legions, he had no idea that he would have to cede those lands to the Humans permanently.
1095	f	Strife feeds upon itself and grows stronger for it.

1002	n	The Pact Is Sealed
1002	h	Caster gets -2 Will and -2 Strife each turn for having cast Maloch's Pact. May be cast more than once.
1004	n	Enslaved
1004	h	H:0/M:0 A:0 L:0. 0 attacks. Group joins caster's side. Can't join groups or add new recruits. After start of turn, if group is in structure, group is replaced by an equal number of novices, if structure is friendly, or Enslaved is dispelled if structure is non-friendly. (This does not trigger any death effects.) At start of combat, group withdraws, ending combat, and Enslaved is dispelled.
1009	n	Jungle Vigor
1009	h	Monster gets +3 maximum and current hit points because it was created in a square with Jungle.
1021	n	Slave Labor II
1021	h	Caster gets +1 Mystery and +1 Will each turn for having cast Slave Labor. May be cast more than once.
1032	n	Abstention II
1032	h	Caster gets +2 Clarity each turn for having cast Abstention. May be cast more than once.
1033	n	Aura
1033	h	Recruit gets +1 armor. Dispelled when recruit is hit in combat.
1036	n	Visionary Armor
1036	h	Recruit gets +1 armor because it was created in a structure with Master Armorer.
1043	n	Preservation II
1043	h	Caster gets +1 Order and +1 Mystery each turn for having cast Preservation. May be cast more than once.
1049	n	Court Politics II
1049	h	Caster gets +2 Clarity each turn for having cast Court Politics. May be cast more than once.
1059	n	Field Armor
1059	h	Recruit gets +1 armor from a Field Armorer.
1071	n	Xenological Study II
1071	h	Caster gets +2 Will each turn for having cast Xenological Study. May be cast more than once.
1080	n	World Drain
1080	h	Caster gets -1 World each turn for having cast Destroy Creation. May be cast more than once.

1008	m	Immobile. Gets +H hand damage, where H is its current hit points. Gets -5 hand damage if its owner has Initiative. Withdraws at the start of combat round 4. (Immobile monsters cannot be moved.)
1026	m	Nomadic. At start of combat against recruits, Nightmare casts Despond (all members of group receive +1 damage from Shadows; Visions receive +2 damage instead) on opposing group.
1041	m	Before combat, Granite Guardian appears adjacent to a non-friendly recruit group that is adjacent to a friendly town. After all combat, it disappears again. Dispelled when killed.

1012	m	Oro is a Hero swordsman. (Each Hero may be cast only once per game.)
1028	m	Odar is a Hero swordsman. In combat, whenever Odar is idle, he must attack a random other minion on either side. When Odar is alone in his group, his group joins caster's side, and becomes player-controlled. (Each Hero may be cast only once per game.)
1035	m	Heartsong is a Hero swordsman. At start of combat against a recruit group of one, if both groups can join, then enemy recruit leaves its group, has all group spells dispelled, and joins Heartsong's group, ending combat. (Each Hero may be cast only once per game.)
1042	m	Ozande is a Hero swordsman. (Each Hero may be cast only once per game.)
1056	m	Immobile.
1063	m	Theralda Glaivesforge is a Hero swordswoman. While Theralda is in play, every non-Making spell in her caster's hand that has Order or Will in its casting cost is adjusted by -1 primary and -1 secondary mana of its mana types. (Each Hero may be cast only once per game.)
1086	m	ThudThud is a Hero archer. (Each Hero may be cast only once per game.)
1092	m	Decoy is a swordsman. Decoy gets +2 armor. Decoy does not attack, nor deal hand or missile damage. In combat, all enemy shooters (minions with missile attacks), and all unpaired enemy bashers (minions with only hand attacks), must attack Decoy. Only one in a group.
1096	m	Vlad Hrothgar is a Hero swordsman. (Each Hero may be cast only once per game.)
