4	s	Cast on minion. Dispels all individual spells on minion. Minion cannot be targeted by individual spells.
5	s	Cast on recruit group. Group moves twice this turn in its direction of travel.
6	s	Cast on minion. Minion gets +1 hand damage and +4 maximum and current hit points.
7	s	Cast on minion. Minion gets -2 hand and missile damage. If minion is killed, Jinx transfers to the killer.
8	s	Cast on recruit. Recruit gets +1 hand damage, +1 armor, and +4 maximum and current hit points.
9	s	Cast on globe. Affects all non-water squares adjacent to water squares. Affected squares become water through current turn +1, then change from water to plains. Duration: Through turn of casting +1. (Each minion dies in water when water is created, when minion enters square, after start of turn, before movement, and before combat, unless minion has Waterwalk. Water blocks move- ment unless group has Waterwalk.)
10	s	Cast on minion. Minion gets +1 armor. May be cast more than once on the same minion.
11	s	Cast on minion. Minion gets +1 armor for each subsequent alteration cast on minion or its group.
12	s	Cast on town or colony. Before movement, all recruits trained in structure this turn are removed from the game, and recruits' owner gets +2 Will and +2 Strife per affected recruit next turn. (This does not trigger any death effects.) Dispelled when entered, or when any non-friendly recruits are affected.
13	s	Cast on recruit. At start of turn, all members of group heal 1 hit point.
14	s	Cast on town or colony. All novices in structure are eliminated. When structure creates any novices, those novices are eliminated. Dispelled when entered.
15	s	H:2 A:0 HP:4(x8) L:0 Nomadic. Creates eight Undead Warriors.
17	s	Cast on town or colony. Recruits get +1 armor while in structure.
18	s	Cast on neutral town or colony. Structure joins caster's side. Any group in structure is removed from the game. (This does not trigger any death effects.)
19	s	Cast on monster group. Group joins caster's side, and becomes player- controlled.
20	s	Cast on monster group. Group is replaced by a neutral colony with Civilized (when structure creates any novices, those novices are eliminated). (This does not trigger any death effects. A new structure dispels its square and changes it to plains.)
22	s	Cast on recruit group not in a structure. At start of combat, opposing group dies, ending combat. Dispelled when triggered.
23	s	Cast on group. When group is killed, the opposing group dies also.
24	s	Cast on minion. Minion dies.
25	s	Cast on recruit. Recruit is removed from the game. (This does not trigger any death effects.) A new recruit of the same nation and class is created in square, and the new recruit disappears through turn of casting +3. (Recruit's new group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
26	s	Cast on town or colony. The four squares adjacent to structure become desert. (Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.) At start of turn, recruits in structure heal 1 hit point.
28	s	Cast on town or colony. Swordsmen get +2 hand damage while in structure. Dispelled at end of next combat or if structure is captured.
30	s	Cast on recruit group with archers. Archers in group get +2 missile damage. Dispelled at end of next combat.
32	s	H:4 A:0 HP:18 L:1 Territorial.
33	s	Cast on group not in a structure. Group's movement orders are cancelled, and it cannot be moved. Duration: Through turn of casting +2.
34	s	Cast on minion not in a structure. Its group's movement orders are cancelled, and its group cannot be moved. Minion receives no hand damage (before checking armor). Duration: Through turn of casting +2.
36	s	Cast on minion. All other members of minion's group get -2 hand damage. Archers prefer to shoot minions without Pixie Dust.
37	s	Cast on minion. At start of turn, every other member of minion's group takes 1 hit point of damage.
39	s	H:4(x2) A:2 HP:12 L:2 Nomadic. Two attacks. Withdraws at the start of combat round 3.
40	s	H:2 A:0 HP:5(x3) L:1 Nomadic. Creates three Revenants.
41	s	H:3 A:0 HP:10 L:1 Nomadic. Receives -2 damage from missiles (before checking armor).
42	s	H:3 A:2 HP:9 L:2 Cast on friendly town or colony. Creates a Dwarven swordsman. Ancient King gets +1 hand damage, +1 armor, and +2 maximum and current hit points. When Ancient King dies, all surviving members of his group get Legacy (+1 level).
43	s	Cast on group. Group gains Waterwalk. (Group may cross water, and does not drown in water.)
44	s	Cast on recruit. Recruit gets +1 hand damage.
47	s	Cast on minion. Minion is removed from the game. (This does not trigger any death effects.)
49	s	Cast on recruit. Recruit gets -3 armor.
50	s	Cast on archer. Archer gets +1 attack rate.
51	s	Cast on recruit group with archers. Archers in group get +1 attack rate. Dispelled at end of next combat.
52	s	Cast on recruit group. When any member of group dies in combat, all other members of group get +1 hand damage per casualty, to a maximum of +3, until end of combat.
54	s	Cast on group. Group is teleported to a random unoccupied non-structure square.
55	s	Cast on group. If group is player- controlled, it moves in a random legal direction different from its movement order, or stands still. Has no effect on a computer-controlled group.
56	s	Cast on recruit group. Group moves twice this turn in its direction of travel. If group is player-controlled, it moves in a random legal direction.
59	s	H:2(x2) A:0 HP:15 L:2 Nomadic. Two attacks.
60	s	H:3 A:0 HP:10(x3) L:1 Territorial. Creates three Trolls.
64	s	H:3 A:2 HP:12 L:2 Nomadic.
67	s	H:4 A:2 HP:20 L:2 Nomadic, Mountainwalk, Firewalk. If Obsidian Dragon dies in combat against a recruit group, every member of group gets Obsidian Armor (+1 armor). (Any recruits who join that group later are not affected.)
68	s	H:8 A:0 HP:10 L:2 Territorial. Withdraws at the start of combat round 3.
69	s	H:3 A:1 HP:12 L:1 Territorial. Cast on forest.
71	s	H:4 A:0 HP:10 L:1 Territorial. At start of combat, kills one random opposing minion.
72	s	Cast on town or colony. Every recruit created in structure gets Changeling (-1 hand and missile damage and -3 maximum hit points).
73	s	Cast on minion. Minion dies.
75	s	Cast on minion. Minion takes five hit points of damage.
76	s	Cast on group. All members of group take five hit points of damage.
77	s	Cast on square. When group enters square, all members of group are fully healed.
78	s	Cast on minion. Minion gets +1 level.
79	s	Cast on minion. At start of turn, minion is fully healed.
80	s	H:2 A:1 HP:18 L:1 Territorial. At start of combat, casts Plague (-2 maximum hit points, then 2 hit points of damage) on opposing group.
82	s	Cast on minion with hand attacks. Minion gets +1 hand damage. May be cast more than once on the same minion.
83	s	Cast on group. Group gains  Waterwalk. (Group may cross water, and does not drown in water.)
84	s	Cast on square. Square becomes swamp. (Group in swamp can exit only in the direction from which any group most recently entered that swamp.)
85	s	Cast on square. Square becomes mountain. (Mountain blocks movement unless group has Mountainwalk.)
86	s	Cast on square. Square becomes plains.
87	s	Cast on square. Square becomes water. (Each minion drowns (dies) in water when water is created, when minion enters square, after start of turn, before movement, and before combat, unless minion has Waterwalk. Water blocks movement unless group has Waterwalk.)
89	s	Cast on square. Square becomes forest. (Minions in forest are concealed. Concealed minions cannot be targeted by enemy individual spells.)
90	s	Cast on mountain or volcano. Caster's groups can cross this square. (This does not protect groups from volcano damage.)
91	s	Cast on square. Square becomes Void. (Void removes group from the game when Void is created, when group enters square, after start of turn, before movement, and before combat. (This does not trigger any death effects.) Void does not block movement.)
92	s	Cast on square. Square becomes volcano. (Volcano causes 5 hit points of damage after start of turn unless group has Firewalk. Volcano blocks movement unless group has Mountainwalk.)
93	s	Cast on recruit. Recruit gets +3 armor.
94	s	Cast on swordsman. Swordsman gets +2 hand damage.
96	s	Cast on minion with hand attacks. Minion gets -1 hand damage. May be cast more than once on the same minion.
97	s	Cast on recruit. Recruit gets -1 hand and missile damage.
98	s	Cast on recruit. At start of turn, recruit heals 1 hit point.
99	s	Cast on recruit group. All members of group get +1 level.
100	s	Cast on minion. Minion gets -1 level.
104	s	Cast on group. Every member of group without enchantments dies.
105	s	Cast on recruit group with swordsmen. Swordsmen in group get +1 hand damage.
106	s	Cast on recruit group. All members of group get +1 armor.
109	s	H:4 A:0 HP:15 L:2 Territorial, Mountainwalk. Receives -2 damage from missiles (before checking armor).
110	s	Cast on swordsman. Swordsman gets +1 hand damage, and now ignores opponents' armor.
114	s	Cast on minion in group of two or more. At start of combat, minion kills all other minions on both sides (friendly minions first), ending combat. Dispelled when triggered.
115	s	Cast on minion. When minion is damaged in combat (after checking armor), its attacker is killed. Dispelled when triggered.
116	s	H:2 A:1 HP:*(x2) L:1 Cast on friendly town or colony. Creates two level 1 swordsmen of random nations.
117	s	Cast on minion. When cast, and at end of combat, minion kills the most damaged other minion in its group.
118	s	Cast on square. Square cannot be targeted by summoning spells. Monsters cannot enter square. When monster group is summoned in, or enters, any square adjacent to target square, every monster in group gets Immobility (monster cannot move), and Bella's Sigil is dispelled. (Any monsters who join this group later are not affected.)
120	s	Cast on recruit. Recruit cannot be targeted by individual spells.
121	s	Cast on minion. Minion gets +4 maximum and current hit points. When any other member of minion's group is hit (after checking armor), target minion receives an equal amount of magical damage, and the member who was hit receives no damage. (Magical damage ignores armor, immunities, and spells.)
122	s	Cast on town or colony. Creates two Gargoyle novices in structure.
123	s	Cast on recruit. Recruit receives no combat damage (before checking armor). When recruit is hit, Mirrored Armor has 10% chance to shatter (dispel). If Mirrored Armor does not shatter, and attacker is a Gorgon or Cockatrice, attacker dies.
124	s	Cast on recruit. Recruit receives -4 damage from missiles (before checking armor).
126	s	Cast on monster group. Group joins caster's side (but keeps previous control by computer or player).
129	s	Cast on recruit. Each turn, caster has all spell casting costs adjusted by -1 Order per spell.
130	s	H:3 A:2 HP:10 L:2 Territorial. Gets +2 hand damage against monsters.
131	s	Cast on recruit group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.) All members of group receive -1 damage from missiles (before checking armor).
132	s	Cast on recruit. Recruit (and its group) cannot enter structures. Duration: Through turn of casting +2.
133	s	Cast on town or colony. Every swordsman created in structure gets Dwarven Blade (+1 hand damage).
134	s	Cast on town or colony. Every archer created in structure gets Djinni Bow (+1 missile damage).
135	s	Cast on archer. Archer gets +2 missile damage.
136	s	Cast on group. When any member of group dies in combat, all surviving members of its group are fully healed at end of combat.
137	s	Cast on recruit. Recruit will resurrect every other member of its group once each. When any other member of recruit's group is dying, the dying recruit returns to life, is fully healed, has all individual spells dispelled, and gets -2 maximum hit points (cumulative).
139	s	Cast on town or colony. Astronomic Clock generates +1 Will for structure owner each turn.
141	s	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 structure spells affect the new recruits.)
142	s	Cast on square. Square becomes barren land. Minions get -1 hand damage while in square. At start of turn, if any recruit occupies square, caster gets +1 Strife.
145	s	Cast on town or colony. The Star Chamber generates +1 Mystery and +1 Order for structure owner each turn.
146	s	Cast on recruit. Dispels all individual spells on recruit.
147	s	Cast on friendly group. Dispels all group and individual spells on group.
148	s	Cast on group. Dispels all group and individual spells on group.
149	s	Cast on square. Dispels all spells on square. Square becomes plains.
153	s	Cast on square. Creates a neutral colony. (A new structure dispels its square and changes it to plains.)
154	s	Cast on town or colony. Creates two Vision novices in structure.
155	s	Cast on recruit group not in a struc- ture. Group joins caster's side (but keeps previous control by computer or player), and its movement orders are cancelled. Group cannot join groups, add recruits, or enter struc- tures. Group and its members can- not be targeted by friendly spells. Duration: Through turn of casting +4. Dispelled after next combat.
159	s	Cast on group. At start of combat against monsters, group withdraws, ending combat.
160	s	Cast on minion. Dispels all individual spells on minion. Minion cannot be targeted by individual spells.
163	s	Cast on minion. Minion is concealed. (Concealed minions cannot be targeted by enemy individual spells.) Duration: Through turn of casting +4.
164	s	Cast on recruit. Recruit is concealed. (Concealed minions cannot be targeted by enemy individual spells.)
165	s	Cast on recruit. Every other member of its group is concealed. Recruit remains visible. (Concealed minions cannot be targeted by enemy individual spells.)
166	s	Cast on group. All members of group are concealed. (Concealed minions cannot be targeted by enemy individual spells.)
167	s	Cast on minion. When minion is dying, minion returns to life, and is fully healed. Dispelled when triggered.
170	s	Cast on forest, ice, desert, plains, or barren land. Square attracts player-controlled groups. (Groups adjacent to attracting squares before movement must move toward one of them.) Dispelled when entered.
171	s	Cast on swordsman. When swordsman kills an opponent by combat damage, swordsman gets +1 hand damage.
172	s	Cast on town or colony. Structure no longer generates its 1 mana. (Mana-generating spells on the structure still produce mana normally.)
175	s	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.)
176	s	Cast on group. Every member of group gets -2 maximum hit points, and then takes two hit points of damage.
177	s	H:5 A:1 HP:18 L:1 Nomadic. Cast on square within a 3x3 diamond centered on friendly town or colony. Receives -1 damage from swordsmen (before checking armor).
185	s	Cast on group. Every member of group gets -1 level. (Any minions who join this group later are not affected.)
187	s	Cast on recruit. Recruit's group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.)
189	s	Cast on water. Caster's groups can cross this square without drowning. (This does not allow caster's groups on this square to enter adjacent water squares.) Non-friendly groups can enter or appear in this square, but doing so dispels Parted Sea, and the group suffers the effects.
190	s	Cast on recruit. Recruit generates +1 mana of each type associated with its nation for both players each turn.
194	s	Cast on square. At start of combat, any group in square withdraws, ending combat.
195	s	Cast on square. At start of turn, if any group occupies square, group's owner gets +1 Clarity and +1 Will.
199	s	Cast on recruit group. Group gains Desertwalk. (Group takes no damage from desert.)
207	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. All minions in squares except Death or Abomination minions get -1 level. May be cast more than once (but is non-cumulative).
208	s	Cast on forest. Affects all contiguous forest squares. Every monster created in Primeval Forest gets Primeval Strength (+1 hand damage). May be cast more than once (but is non-cumulative).
209	s	Cast on town or colony. Affects all minions attacking into or out of structure. Missile attacks by minions friendly to caster ignore opponents' armor. Archers hostile to caster get -1 missile damage.
210	s	Cast on non-neutral town or colony. The four squares adjacent to structure become water. On turn of casting, if any group occupies structure, group gains Waterwalking. Every recruit created in structure gets -1 level and Waterwalk (which cannot be dispelled).
212	s	Cast on group. All members of group get +2 maximum and current hit points.
213	s	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.
214	s	Cast on recruit. Recruit gets +1 level. Recruit cannot be targeted by non-friendly individual spells. Other swordsmen in recruit's group get +1 hand damage.
220	s	Cast on forest. At start of turn, group in square disappears through current turn +1d5. Every member of group is fully healed and gets Faerie Blessing (+1 level; minion's group no longer disappears in Faerie Circle). (Group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
222	s	Cast on swordsman. When swordsman is hit in combat, swordsman gets +1 hand damage, cumulative, until end of combat.
223	s	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.
224	s	Cast on globe. Each player gets +N Mystery next turn, where N is the number of that player's minions that died during the rest of this turn, and from next turn's "at start of turn" and "after start of turn" effects.
225	s	Cast on globe. Dispels all spells. (Summonings, nation changes, recruit class changes, and terrain changes are not dispelled.) Only one in play at a time.
227	s	Cast on globe. At start of turn, both players discard all spells in hand that were not cast last turn.
276	s	M:3(x2) A:0 HP:15 L:1 Territorial. Two attacks. Receives no combat damage from recruits without enchantments (after checking armor).
279	s	Cast on town or colony. Call to Arms generates +2 Strife for structure owner each turn.
280	s	Cast on town or colony. Citadel generates +2 Order for structure owner each turn.
281	s	Cast on town or colony. Ring of Light generates +2 Clarity for structure owner each turn.
282	s	Cast on town or colony. Necropolis generates +2 Mystery for structure owner each turn.
283	s	Cast on town or colony. Will to Power generates +2 Will for structure owner each turn.
284	s	Cast on town or colony. World Dance generates +2 World for structure owner each turn.
285	s	Cast on globe. Caster gets +1 Will each turn. May be cast more than once.
286	s	Cast on globe. Caster gets +1 World each turn. May be cast more than once.
287	s	Cast on globe. Caster gets +1 Order each turn. May be cast more than once.
288	s	Cast on globe. Caster gets +1 Strife each turn. May be cast more than once.
289	s	Cast on globe. Caster gets +1 Mystery each turn. May be cast more than once.
290	s	Cast on globe. Caster gets +1 Clarity each turn. May be cast more than once.
293	s	Cast on minion. Minion gets +1 armor.
294	s	Cast on minion. Minion gets +4 maximum and current hit points.
295	s	Cast on minion. Dispels all individual spells on minion.
296	s	Cast on archer. Archer gets +1 missile damage. May be cast more than once on the same archer.
297	s	Cast on minion with hand attacks. Minion gets -1 hand damage. May be cast more than once on the same minion.
300	s	Cast on recruit. When recruit dies, all surviving members of its group get Legacy (+1 level).
301	s	Cast on recruit group not in a structure. Group is replaced by a colony belonging to the owner of the group. (This does not trigger any death effects. A new structure dispels its square and changes it to plains.)
306	s	Cast on town or colony. Every recruit created in structure gets Farm-Boy (-1 level).
310	s	Cast on globe. Caster ignores concealment when targeting individual spells. May be cast more than once.
312	s	H:4 A:2 HP:12 L:2 Territorial. If Minotaur dies in combat against a recruit group, the first swordsman in group without Minotaur's Axe gets Minotaur's Axe (+1 hand damage).
313	s	H:3 A:0 HP:12 L:1 Nomadic.
314	s	H:3 A:0 HP:12 L:1 Player-controlled. Cast on recruit group not in a structure. Recruit group is replaced by an equal number of Wolves. (This does not trigger any death effects.) The new Wolf group is player- controlled, and it executes the group's movement order on the turn it is created. If dispelled, each Wolf is replaced by a new recruit of the original nation and class, with the same amount of damage.
317	s	H:4 A:1 HP:12 L:2 Territorial. At start of combat, casts Cleansing Light (group dispel) on opposing group.
318	s	H:4 A:1 HP:12 L:2 Nomadic, Flight, Moves 2. Cast within a 3x3 diamond centered on a mountain. Receives -1 damage from minions without Flight (before checking armor).
321	s	H:4 A:1 HP:16 L:2 Nomadic, Mountainwalk. Cast within a 3x3 diamond centered on a mountain. At start of combat, throws rock (5 hit points of damage) at one random opposing minion.
324	s	H:4 A:1 HP:15 L:2 Territorial, Flight.
325	s	H:4 A:1 HP:15 L:2 Nomadic, Flight.
327	s	H:4 A:1 HP:16 L:2 Territorial, Flight. Cast on mountain or volcano. At start of combat, casts Fireball (5 hit points of damage) on opposing group.
330	s	Cast on group. Every member of group is fully healed.
333	s	Cast on globe. Every recruit on the board dies. (Recruits that are off the board are not affected.) Only one in play at a time.
336	s	Cast on globe. Caster gets +2 World next turn.
337	s	Cast on globe. Caster gets +2 Will next turn.
338	s	Cast on globe. Caster gets +2 Order next turn.
339	s	Cast on globe. Caster gets +2 Strife next turn.
340	s	Cast on globe. Caster gets +2 Clarity next turn.
341	s	Cast on globe. Caster gets +2 Mystery next turn.
342	s	Cast on recruit group not in a structure. Group disappears through turn of casting +2. (Group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
344	s	Cast on group. Group withdraws at the start of combat round 3. Dispelled at end of next combat.
345	s	Cast on group. All members of group take five hit points of damage.
346	s	Cast on square. The 3x3 diamond centered on square becomes desert. (Desert causes 1 hit point of damage after start of turn unless group has Desertwalk.)
348	s	Cast on globe. All minions are concealed from opponent. (Concealed minions cannot be targeted by enemy individual spells.) Duration: Through turn of casting +1.
350	s	Cast on recruit group with archers. Archers in group get +1 missile damage.
352	s	Cast on globe. All novices are eliminated. All owned structures no longer create novices. When any structure creates any novices, those novices are eliminated. Duration: Through turn of casting +3.
353	s	Cast on group. Group gains  Waterwalk. (Group may cross water, and does not drown in water.) At start of turn, all members of group heal 1 hit point of damage if group is in water, or take 1 hit point of damage if group is not in water.
356	s	Cast on group. Group gains Mountainwalk. (Group may cross mountains and volcanoes. This does not protect group from volcano damage.)
359	s	Cast on globe. Neither player may cast any spells. (This squanders all subsequent spells cast this turn.) Duration: Through turn of casting +1.
371	s	Cast on recruit group. Group gains Flight. (Group may cross any terrain, and is immune to adverse terrain effects.)
672	s	Cast on recruit group. At start of combat, group plays bagpipe music.
673	s	Cast on globe. Caster gets +1 Strife each turn. May be cast more than once.
674	s	Cast on globe. Caster gets +1 Mystery each turn. May be cast more than once.
675	s	Cast on globe. Caster gets +1 Will each turn. May be cast more than once.
676	s	H:3 A:0 HP:12(x3) L:1 Territorial. Cast on forest. Creates three Wolves.
677	s	Cast on globe. Caster gets +1 Order each turn. May be cast more than once.
678	s	Cast on globe. Caster gets +1 World each turn. May be cast more than once.
679	s	Cast on globe. Caster gets +1 Clarity each turn. May be cast more than once.
681	s	Cast on friendly town or colony. Creates two Elf novices in structure.
684	s	Cast on square. Dispels all spells on square. Square becomes plains.
686	s	Cast on group not in a structure. Group's movement orders are cancelled, and it cannot be moved. Duration: Through turn of casting +1.
687	s	Cast on recruit group. Group moves twice this turn in its direction of travel.
688	s	Cast on group not in a structure. Group's movement orders are cancelled, and it cannot be moved. Duration: Through turn of casting +2.
689	s	Cast on friendly group. Dispels all group and individual spells on group.
690	s	Cast on monster group. Monster group dies.
691	s	Cast on town or colony. Recruits get +1 armor while in structure. Dispelled at end of next combat or if structure is captured.
692	s	Cast on minion. Dispels all individual spells on minion.
694	s	Cast on minion with hand attacks. Minion gets +1 hand damage.
697	s	Cast on group. If on recruit group, then at start of combat against a monster group that does not have Hypnotic Trance, Hypnotic Trance transfers to the monster group. On monster group, all members of group are set to level 0 and cannot gain levels.
701	s	Cast on swordsman. Swordsman gets +2 hand damage.
702	s	Cast on recruit. Dispels all individual spells on recruit. Recruit is fully healed.
704	s	M:2 A:0 HP:2(x3) L:1 Nomadic. Creates three Homunculi. Homunculi get +1 missile damage in combat round 1 only.
705	s	H:5 A:1 HP:7 L:2 Cast on friendly town or colony. Creates a Human swordsman. Warlord gets +3 hand damage. Other swordsmen in Warlord's group get +1 hand damage.
706	s	Cast on recruit. Recruit changes into a member of a random other nation.
707	s	Cast on minion. Minion receives no combat damage from recruits without enchantments (after checking armor).
708	s	Cast on recruit. Recruit gets +4 maximum and current hit points. Recruit receives no combat damage from recruits without enchantments (after checking armor).
710	s	Cast on minion. Minion gets a random minion alteration or conjuration. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
711	s	Cast on town or colony. Structure suffers a mana flame-out. Structure generates six primary and three secondary mana for its owner next turn. Thereafter, structure no longer generates its 1 mana. (Mana-generating spells on the structure still produce mana normally.)
712	s	Cast on minion. At start of turn, minion takes 1 hit point of damage.
713	s	Cast on recruit. Recruit no longer attacks, and no longer deals hand or missile damage.

4	f	The ruin of magical ambition can come in many forms. This is a strangely pure and blinding sweetness, sharp and transcendent. Its tragedy is its swift passing.
5	f	"The mettle of a leader is tested in her ability to deploy her troops. The army of a great general will walk into the fire for her." -- Ngozi, The Book of War
6	f	The chosen warrior wanders the Cessao to find the World Snake, who wraps around him and breaks all the bones in his body. He heals as a giant.
7	f	"In some cases the Misfit Transformation discards the body entirely. The new being spends its extremely long life looking for a friend." -- Al-Talataa Umunayyil, Tan'u'zhadhi Academy
8	f	"Young Vela took to the sword as one possessed. I'll swear I saw the General's spirit in his face." -- Kyman Firth, "The Siege of Groven's Weald"
9	f	Shinies floated<br>    bluemen walked<br>Beards and shades<br>    on mountains stalked<br>In the endless rushing wave<br>Heroes met a sodden grave<br> -- Human children's rhyme
10	f	Denizens of nature commonly develop hardened bark skin as they grow older, some finally losing themselves to become one with the forest.
11	f	"When the Mage put the Beast in him, he screamed. Afterwards, he was the Mage's pet, and nothing could hurt him. But the agony he had in his eyes " -- Jan Palczred, mercenary
12	f	"'You have freed these villagers' bodies', Zana cried, 'but their souls are slaves to Abomination yet! Come -- I will show you where the Altar is hid.'" -- Journal of Lienna: Volume VII
13	f	"Then graceful Lady Adriel knelt to lay her golden hands upon me, and at once my agony was replaced by sweet peace." -- Theriel of Caenedor
14	f	"When the people learned what Odar had done, they drove him from the city. But the madness stayed, and they strove with one another until Ogi returned." -- The Ballad of Odar
15	f	"From afar, we saw Benneth's standard, and our hearts rejoiced at their survival. Then we saw what they had become, and we cursed foul Keeper magic." -- Theriel of Caenedor
17	f	Walls, vaulted chambers, arches, buttresses and gates all lead to a competent defense.
18	f	"The town seemed to move of a body. Without word or signal, they put down their ploughs and began passing out weapons " -- The Journey of Tansek
19	f	In the Tan'u'zhadhi Willow analogy, the original will of the creature is called "paint on a hidden canvas".
20	f	"Once we ate the Masters. Now we build their cities." -- the Troll Ta Crushlung, Butler of the Tan'u'zhadhi Academy, as recorded by Tansek
22	f	Zana called her generals and blessed their swords. "It is a terrible power I give you," she said. "But when Vask falls, all this land will be free of horror."
23	f	"The Elves may sing of the beauty of life and the light in the trees -- to me there is no poetry like the poetry of justice." -- Sayings of Pantogar
24	f	A shaft of ebony and fletched with vulturine feathers; it seeks out the victim, and guides him gently through the Lesser and Greater Deaths.
25	f	Dryads are peaceful folk who rely on seduction and guile. Those bewitched by dryads often disappear for days, returning with no memory of what happened.
26	f	"At last we reached Shederef. One can hardly believe our folk live here, but hidden in the barren crevasses is a lush world of green." -- Journal of Lienna: Volume XI
28	f	"Perhaps there was no error, but only my Fate; perhaps I will win the contest  and my errors were in the end a path to glory." -- Zaduth-Jar, Lecturer in Xenology
30	f	"Flee! The arrows sting with light! And we are lost!" -- Bilegnash Tarboil, Imp
32	f	Lost to their lust for blood, some say that these fierce and shadowy creatures are all that remain of men who murdered for sport before Chaos claimed them.
33	f	"We sought the walls that held them in place and found none. Finally we had to leave them. They weren't imprisoned -- they but thought themselves to be " -- Dwarven scout's report
34	f	"The Gargoyle turned his silent face towards us. His Dwarf spoke. 'He commands us to stay,' said Ateros, 'until their arrows pierce our souls.'" -- Diary of Vlad Hrothgar
36	f	"Pixies are the tiniest of Nature's minions, but a handful in your hair are enough to incapacitate your entire company." -- Uyden's Handbook
37	f	The many men, so beautiful<br>and they all dead did lie -- and<br>a thousand, thousand slimy things<br>lived on -- and so did I.<br><br> -- Samuel Taylor Coleridge,<br>"The Rime of the Ancient Mariner"
39	f	These "men" were created to defend the casemates from Misfits and other marauders. Dwarves prefer them to Human mercenaries, as they are less treacherous.
40	f	There are those who embrace Unmaking only to regret their decision. These Misfits listen to the whispers of their shadows. They become the Bitter Ones.
41	f	It is common for poor Keepers to sell themselves for a decent burial. But sometimes the period of servitude lasts longer than the flesh to be buried.
42	f	Dwarves are a long-lived nation, and their Kings are forbidden to serve more than 200 years. Ancient Kings are widely sought for their great experience and tactical abilities.
43	f	"Ugly meathead crossed the stream without a splash. Never bet with a Cyclops in mating season!" -- Stonewallow, Satyr
44	f	"Oooh  muscles!" -- Elf Chicks from Hell, Radical Misfit Order
47	f	"The sky opened up and took her, laughing, from us. My comrades fell to their knees. 'Take us too, Zana! We are worthy!'" -- The Tale of Bella
49	f	"Before this spell, Dwarves so tinny and unpalatable. Now can eat five at a sitting!" -- Seppukarno, Manticore
50	f	Originally commissioned for Auberol's use in the Elven lands, this bow was quickly adopted by the Guildsmen who made it.
51	f	"Humans dispense with accuracy in favor of speed and quantity of arrows. An inelegant approach, but an effective one." -- Turgan Qef, Kumatru Academy
52	f	"They cut through our ranks of soldiers with fearsome speed, their eyes rolling madly in their blood-spattered faces, drunk with rage." -- Account of an Elven archer, Battle of Thurmagol
54	f	"Can we do it again? Can we please, can we?" -- Elevava Glasshead, Misfit traveler
55	f	"We seem to drift, the whole of our company seized with a dull panic at once. We have wandered the hills for days now." -- Diary of Vlad Hrothgar
56	f	Among Humans, the state of Amok is considered almost holy. Lieutenants of War maintain that sheer berserker rage can often accomplish more than cool strategy.
59	f	Utterly silent, with terrible claws, and long memories.
60	f	"Trolls are nasty brutes and nearly impossible to exterminate." -- Dwarven Field Guide to the Major Monstrosities
64	f	"The townspeople of this region speak with whispered reverence and blazing eyes of an iron man, a creature of great strength who defends them against tyrants." -- Diary of Vlad Hrothgar
67	f	Close inspection of the spiny armorplate confirms that it is highly polished stone. The creature is indeed a denizen of the Well, and agent of the Covenant.
68	f	Manticores haunt lost palaces and doomed cities. They are willful, sometimes wise and always vicious.
69	f	Of Thumofol, it is said that he never died, but mossy and oaken himself, became one with the great wood, there to slumber until needed again.
71	f	The cry strikes ice in the hearts of brave warriors; for the Banshee will take one of them as her beloved.
72	f	"We expected the laughter of children at play, not empty eyes, slack limbs, and utter, malevolent stillness " -- Journal of Lienna: Volume III
73	f	"Entropy unleashed, the whirligig dance -- hey hey! What fun to see a fellow fall apart from inside out!" -- ThudThud, Misfit, late of the Kumatru Academy
75	f	"The skies themselves roiled at our approach, and then the great lightning struck not far away " -- Kyman Firth, "The Siege of Groven's Weald"
76	f	It starts as a spark, cupped in the Mage's hands 
77	f	"He struck the ground with his Dythramb, laughing, and a spring of fresh water immediately bubbled forth, wholesome and clear." -- Kyman Firth, "The Siege of Groven's Weald"
78	f	"I act under sanction of Law; submit or be compelled to comply." -- Ateros, Dwarven agent of the Justicars
79	f	"Do not resist the hurt; it is in you. Sing to torn flesh, be it, be the cracked bone. Be the body. When words are gone, heal." -- Song of Xia
80	f	"The foul stench of the Bog Horror overcame us, and we knew we were lost." -- Field report, Battle of Thrgal
82	f	"Odar thought he saw Ogi before him, and he struck with a dragon's force; then his madness cleared, and he saw it was his own son's head rolling on the tiles." -- The Ballad of Odar
83	f	Under the protection of the Naiads, travelers may move silently through their underwater grottos.
84	f	At the touch of a Mage of Abomination, the earth shrieks with revulsion, and begins to seethe with strife and pestilence.
85	f	Telluric engineering is the only visible sign of the long alliance between Dwarves and the mighty subterranean Gnomes.
86	f	"Leave the enemy no cover, and nowhere to go to ground." -- Ngozi, The Book of War
87	f	Even beneath the desert, in thousand hidden rivulets and channels, water awaits the call to surge forth.
89	f	"While you erect battlements and halls of stone, we dwell in the great hall of Nature!" -- Acornbelly, boasting to Belvario
90	f	With insubstantial hope, heroes can tumble the walls of fortresses and move mountains. It will open any impasse effortlessly, even that which seems set in stone.
91	f	A howling blackness filled with distant mocking stars. Lethal to most forms of life, and Misfit proof that the world is flat or hollow.
92	f	"The soul of the warrior is forged in fire." -- Ngozi, The Book of War
93	f	Many were stunned when Ogi broke from the mighty Armorers' Guild, founded by Beobogh himself. But Ogi's control over the upstart Fletchers' Guild was absolute, which served his purposes.
94	f	"The Flaming Sword is to be wielded by a great hero. Cowards will only burn themselves." -- Ngozi, The Book of War
96	f	Chaotic deformation of musculature, tissue collapse and painful cramping are the first gifts Unmaking grants the seeker.
97	f	Discoveries in embalming, the Queen of Keeper sciences, sometimes have interesting military applications 
98	f	Cyclops medicinal herbology is largely unknown outside of their tribes, as it has never been written down. Their healing balm, Xexos, is legendary.
99	f	"Seek to be as your sword is: sharp, supple, deadly, and with a single point." -- Ngozi, The Book of War
100	f	"He saw there the Shadow which had beset him for years, source of all his agony. He raised his axe; but its face was his own, and he faltered " -- The Ballad of Odar
104	f	Ritual genocide is the aim of every true Mage of Abomination. Each living soul he kills feeds the engines of his unholy power.
105	f	The elite fighting force of the Human Nations, the Legionnaires, are practiced in the arts of swordsmanship and strategy.
106	f	In the hope of winning honor and a bride, younger sons of the elite Guilds will sometimes insist on serving as footsoldiers. Every precaution is taken to ensure their safety.
109	f	" and unfortunately the 5th Raven Brigade had depended greatly on its missileteers' firepower." -- Captain Agredel Silpherion
110	f	When first you take up the Blade of Clarity, its light burns away all your doubts and fears, that you may strike true.
114	f	The Chosen One of Ulanoth carries the seed of Abomination. If he suspects what is within him, he does not tell his fellows 
115	f	Those who dare strike the emissary of Order face swift and terrible reprisal at the hands of the just.
116	f	In the Song of Khulainn, the hero sowed dragon's teeth on the site of what is now Olmstead Marsh, and a host of new soldiers sprang up from the clay.
117	f	"How I tire of the hardtack we're served! I would do just about anything for some nice, fresh meat." -- Letter from the Omistad front
118	f	"She strode toward the snorting monster, smiling. At first we thought she had lost hold of her senses, and then the great beast lay down at her feet." -- The Tale of Bella
120	f	Kumatru Academy, 9th year subjects: Trance, Metaontology, Epistemic Projection, Cosmology, Purity, Stochastic Projection, Esthetics/Ethics, Emanative Catastrophics.
121	f	"When you're backed into a corner, start looking for a Whipping Boy." -- Impish Proverb
122	f	And with what fear my soul is rent<br>Seeing Toganni's Spawn descend<br>Upon whose judgment all depend!<br> -- Human epic poem, Farthrad band
123	f	"At first, seeing all those perspectives is exhilarating, but after a while you almost hope the soulless thing will break " -- Elven mercenary in Sar'ul Academy employ
124	f	"Your arrows will find no purchase in Ulanoth's chosen " -- Maloch
126	f	The Tan'u'zhadhi Academy specializes in the study of the will and the mind. Its less profound members concentrate on manipulating wills and minds 
129	f	By the naming and describing of all things known and unknown, the Justicars bring Order to all they survey.
130	f	Those beloved of Nature may find themselves crowned with antlers, gifted with sight, and made to stand against those who would encroach upon her bower.
131	f	Nothing shall impede the ministers of Justice in the swift execution of their appointed tasks.
132	f	"All gates are closed against me, all men turn their eyes from me, wherever I go the wind mocks me for my sins." -- The Ballad of Odar
133	f	Few are allowed audience with these mysterious Dwarven women. They are well guarded and their numbers are small; their Elven heritage is obvious in their height.
134	f	Even among the Kumatru, makers of durable objects are the lowest class of Djinn, but their Bowyers are said to work less with wood than with inevitability.
135	f	"Those schools disdain our empirical focus, but at times like this they appreciate our precision." --Turgan Qef, Kumatru Academy
136	f	"I had served with that Legion before. Though the faces were new, I recognized a few stitched-on hands and feet of former comrades. The Keepers are economical." -- Diary of Vlad Hrothgar
137	f	"'Apologies, brother,' Bes-Kandra said, reaching down to the common soldier's corpse. 'I cannot let you sleep just yet.'" -- Diary of Sharul-Nar
139	f	The Dwarven understanding and conquest of time has made their nation a marvel of efficiency and progress.
141	f	"Your pulse is the pulse of the world, and will drum on in your progeny." -- Respectful ritual greeting among the Cyclopes
142	f	"The land dissolved. In the whirling mists I caught strange glimpses of a place I did not know; but I was sure I had been there before, if only in a horrid dream " -- Jan Palczred, mercenary
145	f	Those who have appeared before the Star Council rarely relate their experiences. In fact, they rarely return.
146	f	An individual afflicted with a Mala Ozo must go on walkabout away from the tribe, taking with her only her drum.
147	f	Dracha grants you sanction to lift unwanted enchantments, but it will cost you.
148	f	"I felt the power seep from my bones as we looked to the sky to see the source of the light. Only afterwards did we realize that both our gifts were gone." -- Elven captain
149	f	Among the Djinni Academies, the Xin Shia distinguish themselves by their fascination with paradox, contradiction, and reversals.
153	f	Few understand the processes involved in creating a town from nothing, fewer still know the hidden workings of the Dwarves below ground.
154	f	As inspiration grows and spreads, fledgling whispered hopes become stronger, substantial Visions.
155	f	"My hearthbrother, Ruldar, was among the madmen beating at the gate, frothing at the mouth and shrieking obscenities. I believe our arrows were merciful." -- Account of the Siege of Omistad
159	f	"The beast's heart had always been clouded by rage. This life in you, I told it silently, is the same life as is in me." -- Journal of Lienna: Volume XII
160	f	Oh, those Imps! They do get into trouble, and when they do, Arcane Stigma is there to take care of it!
163	f	Singing this song of Xia allows the shaman to traverse long distances hidden in the Cessao ("ancestors' realm"). The Cyclopes say the Cessao exists as the negative side of the physical world.
164	f	"Theriel didn't die in battle. He died for talking of Ogi and Adriel's tryst to the wrong person. The Kingmaker was serious about covering his tracks." -- Seelie court gossip
165	f	Fingle's attempt to recreate his Blinding Orb for the Misfits who took him in. For this he was given the Impractical Joke Pickle, honor and insult.
166	f	"The Tan'u'zhadhi fool you, the Kumatru fool the light, and I gather those Xin Shia fool themselves -- Djinn are sneakier than Imps, and no fit allies for this Hearth!" -- Heard in a Dwarven High Council
167	f	"Back again, out of the sweet, dark night into the jittery light of twitching pump-bloodies!" -- Keeper Moan
170	f	"What joy, what splendor! The never-can, the wasn't-once, the sweet escape of is-not-is " -- Xin Shia Academy sage
171	f	Who wields the Demon's Tongue, the Eater of Souls, feeds off the pain of those he kills. If he knew how he will pay, later, he might pause.
172	f	This spell brings Ekrivan, the silver-tongued demon. He binds the energies of its citizens to false and fruitless pursuits. Forever.
175	f	Just a drop from the Fountain is said to remove the burdens (and the lessons) of the years.
176	f	The Plague is kept alive carefully in a special tomb in Bes-Tharal. A constant supply of slaves must be infected and imprisoned there  And they must never escape.
177	f	Created from thatch and mud and awakened when the sign of the Covenant is inscribed upon it, the creature protects communities that thirst for justice.
185	f	The cries of the Grey Shadows are themselves weapons, sapping the wills of soldiers and paralyzing them with fear.
187	f	Xa Macao spell of the highest order. The shaman with strong Xa Macao can walk her tribe across the abyss.
189	f	The Well of Souls is said to be guarded by eight great seas that part for the Nameless Ones, and four impassable mountains whose secret paths they know.
190	f	When a great soul walks the world, his light crosses all boundaries; that which enlightens is ineffable and not restricted to nations.
194	f	That which the Armies of Hope claim as Sacred Ground, none may pollute with bloodshed.
195	f	The Kumatru fondness for physical books is considered atavistic by most Djinn.
199	f	"The driver knew the secrets of desert. The scarred man led the line of animals and men through the night, avoiding even the most devious of pitfalls." -- Journal of Lienna: Volume XI
207	f	Gallowswode timber, prized by Elves for its fragrance, is a great rarity  Few woodcutters enter such forests, and fewer still return.
208	f	Deep in the heart of the primeval forest lies the Great Tree of Life. In times of need the Forest Elders stir from their rest to defend this sacred stand.
209	f	The Winds Ventrius, Borundo, Celyph, and Autrenith are the oldest and mightiest of the Unseelie Horde.
210	f	Many desperate souls are drawn to the crags of the Bleak Isle. Some choose to remain here, cut off from the outside world.
212	f	Rooted in the world as it is, cradled in this moment, the shaman's disciples are free of pain and fear when the foe's blade bites.
213	f	"These swords are infused with the life of the world itself. They are said to have been created in the time of the world's greatest need." -- Uyden's Handbook
214	f	The hero who walks with vision inspires love and courage in his fellows. The more who partake of the spark of vision, the stronger it becomes.
220	f	"Be aware of strange groupings of toadstools and mushrooms. The Fae use these subtle groupings as a gateway to their lands." -- Uyden's Handbook
222	f	When the rage is on him, a Human soldier is said to be "steeped in blood". They say in his rage Khulainn spouted fire from his head thirty feet into the sky.
223	f	Intelligent and graceful creatures, who rarely speak, and then never in prose.
224	f	"I wish I were at liberty to discuss our  arrangement with the Justicars." -- Zaduth-Jar, Lecturer in Xenology
225	f	"For every enchantment that fell, two shall take its place. Ours will be the last enchantments." - Fingle, the Fallen
227	f	Who will be left standing when the season of magic ends, and the weighty tomes are sand and ash?
276	f	Summoned from the air itself, the Sylph glides placidly into battle. Her very essence is magical and those foolish enough to test her must wield magic or face certain doom.
279	f	"A nation once again, A nation once again " -- Battle-Hymn of Valgrave
280	f	The Parcae, inner circle of Justice, are hidden at the hub of an elaborate and secret infrastructure, while their silent agents walk the outer world.
281	f	Twenty-four summers are required for a full recitation of the Clarity Cycle, and the town so honored is sometimes hard-pressed to keep the Bards in luxury that long.
282	f	A mortal whose bodily systems are failing as a result of starvation, suffocation or loss of fluids, particularly if unwilling, is considered to be the ideal state to apprehend Mystery.
283	f	"There was my master, my teacher, torn almost to shreds by our knives. Our eyes locked; I gazed into his bottomless hatred, and knew joy." -- the Infernalist Javhakr
284	f	"How pale and sickly your clarity looks in comparison, when the Diomesian throng of revelers sweeps past!" -- Acornbelly, boasting to Lienna
285	f	"The true struggle is each mortal being's struggle to impose her will permanently upon the Universe. This struggle is always doomed, and because it is doomed, it is beautiful." -- Bes-Kandra
286	f	Through clarity of purpose, and openness of heart, the Elven mage embraces the fullness of the world, as the warm night embraces the firelit dance in a midsummer's grove.
287	f	"Step forward, through fear. Fear cannot limit you. All is as it should be in the world; know this, and be free of the chains of mystery and strife." -- Sayings of Zana to the Acolytes
288	f	The last words Pantogar wrote were, "Each day that my eyes are open on this world is a torture to endure."
289	f	The shaman guides the tribe's life: when to move, to camp, to hunt, to dance. The future is unknown: each step is into mystery; each day the shaman is wiser, and knows less.
290	f	"So he juxtaposed the Inverted Endless and the root of the convexity of sums!" -- punch line to a Djinni joke
293	f	"Does not mutation provide? We become the rules, hide our blood in cornhusks, rubber, and salty flint! And only bruise ourselves!" -- Mangrove Onyx the Bloody Icicle, Misfit demagogue
294	f	He who bathes in the Jaguar's Blood takes on the vigor and spirit of the great cat.
295	f	Created by two Master Smiths, this golden skin was crafted for its beauty. It has replaced the bulkier Mail of Lead for isolating and dispelling magics.
296	f	Where negotiations break down, Order may come on the point of an arrow.
297	f	The Djinn Pantogar developed a passion for Justice, and shut himself away to complete a Book of Law. He was found years later, shrieking, his manuscript an unintelligible ramble.
300	f	"A hush fell over the battlefield. Then came the cry, 'For Vela!' First one voice, and then the others, began the chant: 'For Vela! For Vela!'" -- The Onomonridoriad
301	f	"With a song in your hearts strike down the wilderness, clear land and plant new seed. Cultivate Hope, and prepare to reap a new harvest." -- Sayings of Zana to the Acolytes
306	f	"In battle, enthusiasm is rarely a match for practice." -- Ngozi, The Book of War
310	f	"To vanquish your enemy's deceit is not difficult. Deceit is brittle. The difficulty lies in your own unwillingness to see." -- Al Hakim
312	f	I invite you, Grandfather Bison<br>I invite you, Grandfather Bison<br> Walk across this world<br>Swing your deadly axe!<br> -- Invocation of Voda Maxotau
313	f	Boggarts begin their lives as harmless Brownies. When Unmaking finds them, they twist and warp, taking on a broody seriousness and becoming dangerous to lone travelers.
314	f	"When Grandfather Wolf chooses you for his own, your spirit cannot refuse him." -- Cyclopean proverb
317	f	Famous for eloquence, piety, hospitality, and violence, and moved only by curiosity or revenge, the Yfreet cut through the bonds of magic with metaphysical blades.
318	f	Those who have ascended these mountains claim to have seen a dazzling white steed alight on the highest peaks, and felt wings beat the air above them in the piercing blue.
321	f	The Great Ones will always come to a shaman's aid. A cry in the mountains will raise even the solitary Giants, hermit Elders who live out their days in remote mountain caves.
324	f	The sphere seen is a twelfth-order emanation of a demi-perfect shadow of one of the Postulate Hyperia. Luckily, at the twelfth order, blades still dent them.
325	f	"Third, if you fight Maloch, be sure and die. For his captives, the first thousand years are only practice; then the real pain begins." -- the Yfreet Zanizub's advice to Lienna
327	f	"This Fire Lizard makes its home in the hellmouth of the volcano. A symbol of power among Humans, much used in their Heraldry." -- Dwarven Field Guide to the Major Monstrosities
330	f	Cherished by troops in battle, the healing salve contained within has saved more than one Elven life.
333	f	"The final wrath, delight of my lord Khobai, the conflagration in which all are blasted, forgotten." -- Zharduk Thal
336	f	The shaman calls upon the World Snake for power.
337	f	"Fool Elves tie me by one arm only! As if the chew through arm not in me! For Master's pleasure and Elf meat, I chew each my arm!" -- Painscreech Boilsuck, Imp
338	f	An investment in Guild magic is seldom for naught.
339	f	The romance of decay, the intrigue of mutation, the glory of anarchy and the triumphant silence of rot. The end is always Strife. Always. And sometimes the beginning too.
340	f	Clarity showers upon the world, enriching everything with its brilliance.
341	f	"As if learning more would do more than poison me for that moment when I face the Bone-white Fathers, and all is swept away!" -- Zaduth-Jar, Lecturer in Xenology
342	f	"Finally on the third day they came stumbling over the hill. We asked them where they had been. 'We followed a light,' they told us." -- Diary of Vlad Hrothgar
344	f	"Choose your battles wisely; know when to retreat, as well as when to strike." -- Ngozi, The Book of War
345	f	Designed by the late Guild Master to trap the Great Bear of Cyclopean folklore. He lived long enough to see the trap in action, but never imagined the fury of the wounded beast 
346	f	Suck the spit out --<br>    not dry enough.<br>Suck the blood out --<br>    not dry enough.<br>Crush bone brittle, scattered dry.<br>Thousand years, empty sky.<br> -- Keeper children's chant
348	f	Fingle invented and activated his Blinding Orb to cover the Dwarves' retreat from Arboria. Since Fingle's banishment, it is used by Dwarves without attribution.
350	f	"After Thrgal, Patriarch Odar was forced to give the Fletchers full autonomy. Hana'udhi models Dwarven politics using parastatic dominance tensors " -- Report of the Djinni ambassador
352	f	The first wave of victims bloats with a putrid stench, vomits black bile, and dies slowly and painfully. Survivors are rendered sterile.
353	f	A Xa Macao ("world walking") spell. To elude their enemies, some Cyclops tribes grew gills and took to the lakes. From then on, the dryness of the land burned them.
356	f	A Xa Macao ("world walking") spell. Well-trained shamen can run up and down sheer cliff faces at will.
359	f	All must submit to the implacable mystery of Law.
371	f	"The archers turned in midair to offer us a hail of arrows; a deadly maneuver indeed." -- Turgan Qef, Kumatru Academy
672	f	"Adriel's honor guard are beautifully attired, but that sound they make can be heard in distant Volgaria " -- Ogi, Kingmaker
673	f	"Strife burns, burns. Dip right hand in the cauldron, feel the flesh dissolve. Left hand in the cauldron, two hands at war, power for the taking!" -- Impish recipe
674	f	"'I know not how those Mystery-mongers gain power,' said the old Satyr, slamming down his flagon. 'And I don't care to know.'" -- Journal of Lienna: Volume IX
675	f	This metal device is so well made that it magnifies the will of Guildsman and outsider alike.
676	f	When necessary, the wolves themselves may be summoned to guard against those who would encroach upon the sanctity of the forest.
677	f	In all of Nature's promulgation<br>    some design<br>Faint, inscrutable, yet<br>    sure discerned<br>Penetrates the whole, drives fuse<br>    through flower<br>Requires the robin's taking<br>    of the worm<br> -- Song of the Satyrs
678	f	How can the Leechwood grow without Forest or Treeman? The world supplies the material, Strife supplies the tools 
679	f	"Study tactics, and know your enemy -- this is the way to victory." -- Ngozi, The Book of War
681	f	"The pounding of the battering rams stopped, and then we heard the trills of trumpets. And we knew that our friends had arrived." -- Joden Flightweaver on the Siege at Trokain
684	f	"It is a simple matter to strip all your nonsense away, and return the land to her folk!" -- Acornbelly, boasting to Fingle
686	f	Once a Shadow has paralyzed his victim with fear, he can plunder his psyche and blast his every hope to ashes.
687	f	Cyclopes distinguish between Xa Macao ("world walking") and Xa Cessao ("mystery walking"), a spiritual plane also called "World of Mystery," "other side" and "ancestor's home".
688	f	"Mother Mud is warm, Sister Sky is tender; shut your eye, little one, shut your eye and sleep " -- Cyclops lullaby
689	f	If a tribe is afflicted by a Mala Ozo, they form a loose circle, drumming and chanting to drive away the curse and purify the group.
690	f	There is an ancient, bitter theological debate in the Keeper priesthood about whether all creatures can realize Mystery, and thus may be embalmed.
691	f	"If they slay us, we may at last embrace the Night we long for: but if they fell the pillars of our city, who will bury us?" -- Sharul-Nar
692	f	Keepers believe ideas, ambitions and identities are repulsive but inevitable burdens in life. The prized Sigil scours these away.
694	f	Kumatru Academy, 2nd year subjects: Focus, Domination and Dominion, Law, Poetics, Transcendence of Physicality, Emanative Statics.
697	f	"When the decadent Tan'u'zhadhi exhaust themselves controlling all their pets, they can barely manage to confuse them!" --Turgan Qef, Kumatru Academy
701	f	"Oro had been grazed by the strange blade. He fought on, but his great frame shook, and his features were twisted into a smile. Cyclopes never smile." -- Diary of Vlad Hrothgar
702	f	"The Gargoyle breathed deep, the stones shook and the bones knit. In the darkness, he seemed almost kind." -- Kyman Firth, "The Siege of Groven's Weald"
704	f	These tiny mechanical men are found throughout the Dwarven Kingdoms. They are most often used for menial tasks and as messengers.
705	f	Ragnor Vela was a great Warlord of legend who, coming from the East, single-handedly turned the tide of the battle of Valgrave, and led the Human horde to victory.
706	f	A vile potion favored by Misfits traveling in the world for its powers to disguise tendril, claw and mandible.
707	f	"The Imp's stroke was well timed, but his sword shattered against my body. 'Ah, foolish little apprentice', I said quietly. 'Now, my sport begins.'" -- the Infernalist Javhakr
708	f	"Once in a great while the Fae choose a champion amongst us, to tell their stories and teach us of the ancient ages." -- Alicar, Elven bard
710	f	"These external changes, however grotesque, are only symptomatic of more extreme internal realignments and dissolutions." -- Panoman Jar, Vivisectionist Second Class
711	f	Dracha is cruel but fair.
712	f	The victim first struggles when the Shadow falls over her. Then, when she realizes the bleeding will not stop, she succumbs to icy despair.
713	f	"To achieve the greatest respect for life is to give up any destruction of it." -- Lienna

15	m	Nomadic.
32	m	Territorial.
39	m	Nomadic. Two attacks. Withdraws at the start of combat round 3.
40	m	Nomadic.
41	m	Nomadic. Receives -2 damage from missiles (before checking armor).
59	m	Nomadic. Two attacks.
60	m	Territorial.
64	m	Nomadic.
67	m	Nomadic, Mountainwalk, Firewalk. If Obsidian Dragon dies in combat against a recruit group, every member of group gets Obsidian Armor (+1 armor). (Any recruits who join that group later are not affected.)
68	m	Territorial. Withdraws at the start of combat round 3.
69	m	Territorial.
71	m	Territorial. At start of combat, kills one random opposing minion.
80	m	Territorial. At start of combat, casts Plague (-2 maximum hit points, then 2 hit points of damage) on opposing group.
109	m	Territorial, Mountainwalk. Receives -2 damage from missiles (before checking armor).
130	m	Territorial. Gets +2 hand damage against monsters.
177	m	Nomadic. Receives -1 damage from swordsmen (before checking armor).
223	m	Nomadic. Gets +4 hand damage against Death or Despair monsters. Cannot be targeted by Death or Despair individual spells.
276	m	Territorial. Two attacks. Receives no combat damage from recruits without enchantments (after checking armor).
312	m	Territorial. If Minotaur dies in combat against a recruit group, the first swordsman in group without Minotaur's Axe gets Minotaur's Axe (+1 hand damage).
313	m	Nomadic.
317	m	Territorial. At start of combat, casts Cleansing Light (group dispel) on opposing group.
318	m	Nomadic, Flight, Moves 2. Receives -1 damage from minions without Flight (before checking armor).
321	m	Nomadic, Mountainwalk. At start of combat, throws rock (5 hit points of damage) at one random opposing minion.
324	m	Territorial, Flight.
325	m	Nomadic, Flight.
327	m	Territorial, Flight. At start of combat, casts Fireball (5 hit points of damage) on opposing group.
676	m	Territorial.
704	m	Nomadic. Homunculi get +1 missile damage in combat round 1 only.

42	m	Ancient King is a swordsman. Ancient King gets +1 hand damage, +1 armor, and +2 maximum and current hit points. When he dies, all surviving members of his group get Legacy (+1 level).
314	m	Group is player-controlled. If group is dispelled, each Wolf is replaced by a new recruit of the original nation and class, with the same amount of damage. (This does not trigger any death effects.)
705	m	Warlord is a swordsman. Warlord gets +3 hand damage. Other swordsmen in Warlord's group get +1 hand damage.

20	n	Civilized
20	h	 When this structure creates any novices, those novices are eliminated.
67	n	Obsidian Armor
67	h	Recruit gets +1 armor for having helped its group to kill an Obsidian Dragon.
72	n	Changeling
72	h	Recruit gets -1 hand and missile damage and -3 maximum hit points because it was created in a structure with Changelings.
118	n	Immobility
118	h	Monster cannot move.
133	n	Dwarven Blade
133	h	Swordsman gets +1 hand damage because it was created in a structure with Master Smith.
134	n	Djinni Bow
134	h	Archer gets +1 missile damage because it was created in a structure with Master Bowyer.
175	n	Youth
175	h	Recruit gets -1 level for having entered a Fountain of Youth.
208	n	Primeval Strength
208	h	Monster gets +1 hand damage because it was created in a Primeval Forest square.
210	n	Waterwalking
210	h	Group gains Waterwalk because it was in a structure when Bleak Isle was cast on it. (Group may cross water, and does not drown in water.)
220	n	Faerie Blessing
220	h	Minion gets +1 level for having visited a Faerie Circle. Minion's group no longer disappears in Faerie Circle.
300	n	Legacy
300	h	Recruit gets +1 level from a Hero's Legacy.
306	n	Farm-Boy
306	h	Recruit gets -1 level because it was created in a structure with Farm-Boys.
312	n	Minotaur's Axe
312	h	Swordsman gets +1 hand damage for having helped its group to kill a Minotaur.

87	n	Water
87	h	Each minion drowns (dies) in water when water is created, when minion enters square, after start of turn, before movement, and before combat, unless minion has Waterwalk. Water blocks movement unless group has Waterwalk.
91	n	Void
91	h	Void removes group from the game when Void is created, when group enters square, after start of turn, before movement, and before combat. (This does not trigger any death effects.) Void does not block movement.
89	n	Forest
89	h	Minions in forest are concealed. (Concealed minions cannot be targeted by enemy individual spells.)
85	n	Mountain
85	h	Mountain blocks movement unless group has Mountainwalk.
84	n	Swamp
84	h	Group in swamp can exit only in the direction from which any group most recently entered that swamp.
92	n	Volcano
92	h	Volcano causes 5 hit points of damage after start of turn unless group has Firewalk. Volcano blocks movement unless group has Mountainwalk.

4235	s	 When this spell expires, or is dispelled, the colony is destroyed.
