Seven Seals

Wiki

423 entries · what things are and do
Wiki entries
Air maiden
It flies, and it is quick.
Reverie unit 1000 atk · 150 hp
Apparition
A blade passes through it as through fog, and nothing that strikes at the mind can reach it.
Reverie unit 100 atk · 130 hp
Armiger
It fights hand to hand and holds where lighter soldiers break.
Lumen unit 250 atk · 200 hp
Battle dog
Hiring one costs geld, people and a little mana, and the Barracks organise the contract.
Plain unit 400 atk · 400 hp
Bear shifter
A Sealborn calls them with Summon bear shifter.
Bloom unit 2300 atk · 1000 hp
Blood drinker
All the restless dead borrow life.
Umbra unit 9000 atk · 4500 hp
Bone soldier
Its bond is shallow.
Umbra unit 100 atk · 70 hp
Bone sorcerer
It looks like a scholar and strikes like a caster, but the natives lived without cores, and no native dead ever held one.
Umbra unit 5500 atk · 7500 hp
Bowman
The bow is the first answer to a charge.
Plain unit 80 atk · 80 hp
Brook maiden
A Sealborn calls her with Summon brook maiden.
Bloom unit 940 atk · 150 hp
Brute giant
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Pyre unit 400 atk · 300 hp
Cave dweller
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Pyre unit 200 atk · 160 hp
Celestial judge
It strikes first with raw power and then closes with a blade.
Lumen unit 13500 atk · 9000 hp
Chipmunk
It has no recruitment price and asks no upkeep.
Plain unit 10 atk · 10 hp
Cinder hound
Mana sustains it, and its card sets a keep in geld as well.
Pyre unit 1000 atk · 700 hp
Colossus
It strikes with light, then hurls lightning from afar, and it strikes again before the enemy recovers.
Lumen unit 200000 atk · 85000 hp
Corpse eater
Its bond is deep.
Umbra unit 500 atk · 400 hp
Corrupt high seraph
It is not recruited.
Umbra unit 12000 atk · 7500 hp
Corrupt seraph
It is not recruited.
Umbra unit 2400 atk · 1500 hp
Corrupt throne seraph
It is not recruited.
Umbra unit 600000 atk · 120000 hp
Bloodkiln drake
A Sealborn calls it with Summon crimson drake, and pays for it in more than mana.
Pyre unit 250000 atk · 120000 hp
Deep behemoth
The sea's depths it rises from are not Deopa's Deep, and it is not one of Deopa's creatures.
Reverie unit 200000 atk · 100000 hp
Dread illusion
It strikes at the mind, and its blow is real enough.
Reverie unit 400 atk · 1 hp
Dwarf axeman
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Pyre unit 200 atk · 160 hp
Dwarf guard
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Pyre unit 300 atk · 220 hp
Dwarf runecaster
A Sealborn calls them with Summon dwarf runecaster.
Pyre unit 5000 atk · 4500 hp
Dwarf zealot
A Sealborn calls them with Summon dwarf zealot.
Pyre unit 275 atk · 250 hp
Eagle lion
A Sealborn calls these beasts with Summon eagle lion.
Bloom unit 2750 atk · 3750 hp
Elf bowman
A kingdom recruits elf bowmen through its Barracks, at a cost in geld, mana and people.
Bloom unit 120 atk · 100 hp
Elf mage
A kingdom recruits elf mages through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Bloom unit 500 atk · 100 hp
Elf swordsinger
A Sealborn calls blade-singers with Summon elf swordsinger, or calls a company of them with Summon elf swordsinger dup.
Bloom unit 9000 atk · 6500 hp
Ember giant
A kingdom recruits ember giants through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Pyre unit 1100 atk · 700 hp
Evangelist
It hardly fights.
Lumen unit 10 atk · 133 hp
Ewe
The flock warden is a kind of Wanderer.
Plain unit 10 atk · 10 hp
Fae mote
They are frail, but they are fast.
Reverie unit 400 atk · 75 hp
Famished serf
War makes such folk.
Plain unit 50 atk · 20 hp
Fiend rider
A mage calls it with Summon fiend rider; no barracks can train one.
Umbra unit 10000 atk · 8500 hp
Fire lizard
Mana sustains it, and its card sets a keep in geld as well.
Pyre unit 3000 atk · 1000 hp
Firebird
Cultivators call it the ring of affinities in a single body.
Bloom unit 200000 atk · 70000 hp
Flame genie
Mana sustains it, like any summoned shape.
Pyre unit 5000 atk · 3600 hp
Flame spirit
Mana alone keeps it burning, and a great deal of it.
Pyre unit 100000 atk · 85000 hp
Frost ape
It strikes with hands colder than ice, then breathes a blast of cold at its foes.
Reverie unit 500 atk · 1000 hp
Frost spirit
It strikes from afar with killing cold, and then strikes again.
Reverie unit 200000 atk · 90000 hp
Gale spirit
It is enormous and fast.
Reverie unit 300000 atk · 60000 hp
Ghost blade
It fights with a blade that carries light.
Lumen unit 2900 atk · 2600 hp
Grand cleric
In battle it stands back, throws light at the enemy and mends the wounds of its own side.
Lumen unit 200 atk · 130 hp
Great ape
A Sealborn calls these beasts with Beast summoning, the Bloom call to the beasts of the woods.
Bloom unit 240 atk · 450 hp
Grove keeper
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Bloom unit 440 atk · 180 hp
Grubling
They answer no drum.
Pyre unit 125 atk · 150 hp
Hawk
Hiring one costs geld, a person and a little mana, and the Barracks organise the contract.
Plain unit 200 atk · 50 hp
High seraph
Like every called shape, it is held in the Hallow by mana.
Lumen unit 4000 atk · 5000 hp
Hired tracker
A tracker shoots from range, looses a second volley after the first and aims true.
Plain unit 200 atk · 250 hp
Holy champion
It fights hand to hand, with a blade that carries light and a great shield.
Lumen unit 360 atk · 240 hp
Holy warrior
They fight hand to hand, shoulder to shoulder behind their shields.
Lumen unit 160 atk · 130 hp
Horned fiend
A mage calls it with Summon horned fiend.
Umbra unit 2750 atk · 950 hp
Horned steed
It strikes first with raw power from its horn, then with its hooves, and it is fast.
Lumen unit 4000 atk · 2500 hp
Man-at-Arms
This soldier serves the lineage's given word as well as its pay.
Human unit 225 atk · 150 hp
Sapper
A Human lord builds works and walls, and their lineage's songs say that is where this service began.
Human unit 90 atk · 100 hp
Workshop ox
The workshop copy takes the form and leaves the shard behind.
Plain unit 20000 atk · 15000 hp
Militia
Every kingdom begins its Turning with a few of them already standing.
Plain unit 80 atk · 80 hp
Mind mote
Each is frail and quick.
Reverie unit 460 atk · 100 hp
Minor fiend
Unlike most of the Deep's creatures, it is not called by a spell.
Umbra unit 150 atk · 80 hp
Multi serpent
A Sealborn calls the serpent with Summon multi serpent.
Pyre unit 3000 atk · 3000 hp
Noble elf
A Sealborn calls them with Summon noble elf.
Bloom unit 13000 atk · 5000 hp
Oak maiden
A Sealborn calls them with Summon oak maiden.
Bloom unit 240 atk · 70 hp
Orc bowman
A kingdom recruits them through its Barracks for a little geld, a little mana and a person.
Umbra unit 80 atk · 100 hp
Orc marauder
A kingdom recruits them through its Barracks for a little geld, a little mana and a person.
Umbra unit 100 atk · 110 hp
Pact fiend
It is not recruited.
Umbra unit 100000 atk · 40000 hp
Pixie drake
A kingdom recruits these little drakes through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Bloom unit 300 atk · 60 hp
Pod beast
A lesser work made with Tellan, the Keeper of Tallies's method holds no Seal-shard, but operating it can release a bound creature without anyone casting a spell.
Plain unit 500 atk · 1 hp
Poison maiden
The poisoners say their venom is a craft, not a spell.
Plain unit 500 atk · 200 hp
Poison maiden twin
What divides them is a story.
Plain unit 500 atk · 200 hp
Profane reaper
A mage calls it with Summon profane reaper.
Umbra unit 210000 atk · 85000 hp
Mindmaw
It consumes minds to sustain its own thought.
Reverie unit 8000 atk · 5000 hp
Rampart fiend
No barracks trains it.
Umbra unit 13600 atk · 10750 hp
Rider
Riders strike hand to hand, but they arrive first.
Plain unit 180 atk · 120 hp
Risen corpse
In the Age of Odrin, Odrin Half-Core laid his affinity over such ground.
Umbra unit 210 atk · 170 hp
Rock spirit
Mana alone keeps it standing, and a great deal of it.
Bloom unit 100000 atk · 100000 hp
Rogue mage
That, the artisans say, is where the bolts come from.
Plain unit 1600 atk · 100 hp
Saurian
A Sealborn calls them with Summon saurian.
Pyre unit 300 atk · 250 hp
Screaming root
Bloom cultivators tell a story about the scream.
Bloom unit 1680 atk · 1344 hp
Sea singer
It fights by singing.
Reverie unit 3400 atk · 600 hp
Sellsword
Do not mistake one for a Wanderer.
Plain unit 600 atk · 300 hp
Seraph
Mana keeps it there.
Lumen unit 800 atk · 1000 hp
Serpent queen
She strikes with her coils and with lightning, and she aims true.
Lumen unit 13000 atk · 10500 hp
Shade elf mage
It does not come as a shape out of the Welter or up from the Deep.
Umbra unit 4500 atk · 4500 hp
Shadow novice
No native has a Seal-shard, and only a shard can cast a spell.
Umbra unit 700 atk · 100 hp
Shield wall
A Sealborn's wards consume mana, and when mana runs short they drop.
Plain unit 90 atk · 100 hp
Siege engine
It throws stones from far behind the line, and in a siege it breaks walls.
Lumen unit 600 atk · 450 hp
Sky genie
It flies.
Reverie unit 8000 atk · 7650 hp
Snap plant
A Sealborn calls these plants with Summon snap plant.
Bloom unit 1754 atk · 1344 hp
Spearman
The folk say the spear began in the fields.
Plain unit 100 atk · 90 hp
Specter
Its bond is deep.
Umbra unit 2400 atk · 1000 hp
Spirit medium
It is frail.
Lumen unit 260 atk · 75 hp
Star mage
It strikes from a distance, first with raw power and then with lightning, and it moves quickly.
Lumen unit 1200 atk · 750 hp
Quarry sentinel
The guild artisans tell how it began.
Plain unit 20000 atk · 15000 hp
Stone gazer
Its gaze holds the living still.
Reverie unit 2000 atk · 650 hp
Stone sentinel
Made things are Plain, but the card counts this one as Umbra.
Plain unit 400 atk · 300 hp
Strangling ivy
The ivy lashes at whatever stands within its reach and drinks the life of what it strikes, and in battle it grows back from what the blades cut away.
Bloom unit 336 atk · 336 hp
Swan maiden
A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
Bloom unit 220 atk · 255 hp
Temple guard
It fights hand to hand behind a great shield, throws light from a distance and mends the wounds of those beside it.
Lumen unit 400 atk · 375 hp
Temptress fiend
It is not recruited.
Umbra unit 200 atk · 50 hp
Throne seraph
It flies.
Lumen unit 200000 atk · 80000 hp
Thunder giant
A Sealborn calls thunder giants with Summon thunder giant.
Pyre unit 16000 atk · 5800 hp
Tide spirit
It strikes from afar, drowning and choking what it reaches, and it lasts a long time in battle.
Reverie unit 400000 atk · 72000 hp
Toad
It has no recruitment price and asks no upkeep.
Plain unit 10 atk · 10 hp
Tree guardian
A Sealborn calls tree guardians with Summon tree guardian.
Bloom unit 4200 atk · 4200 hp
Tri beast
A Sealborn calls the beast with Summon tri beast.
Pyre unit 2500 atk · 2200 hp
Tunnel brute
The Sealborn say its people dig toward the places where the Deep's threshold presses close to the ground, and that the dark there knits their wounds.
Umbra unit 400 atk · 400 hp
Umbra
Its bond is shallow, and its master can release its borrowed life and dismiss it.
Umbra unit 600 atk · 250 hp
War elephant
Hiring one is costly: a great deal of geld, a little mana and several people.
Plain unit 1000 atk · 1000 hp
Warg rider
A kingdom recruits them through its Barracks for geld, a little mana and people.
Umbra unit 200 atk · 550 hp
Wing drake
A Sealborn calls these drakes with Summon wing drake.
Pyre unit 800 atk · 1000 hp
Winged horse
It flies over walls and lines and fights with hoof and teeth.
Lumen unit 300 atk · 290 hp
Wolf shifter
The folk say shifters are born among those who live at the edge of the Mist, where the Covenant has not yet fixed the ground.
Plain unit 2300 atk · 1000 hp
Zealot
Such folk believe they fight in Daegred, the Sunward's light.
Plain unit 500 atk · 500 hp
Alluring dreams
Before the fighting, it calls Temptress fiend up out of the Deep to fight for the caster.
Reverie spell 40,000 mana · battle
Arrow ward
Lumen cultivators call it a kingdom's great ward folded small enough to fit one company.
Lumen spell 700 mana · battle
Bark spirit
It is among the simpler spells, so a mage of any affinity can learn it, though across the ring it costs more, fails more easily and lays a thinner skin.
Bloom spell 600 mana · battle
Beast growth
Enchantments exist in Seven Seals.
Bloom spell enchantment
Beast summoning
Research presses the spell into a Seal-shard, and like every learned spell it perishes at the Unsealing.
Bloom spell 5,600 mana · summon
Befuddle
Enchantments exist in Seven Seals.
Reverie spell enchantment
Blessing
Newcomers of that affinity say it is among the first spells they recover.
Lumen spell 700 mana · battle
Blink stride
Cultivators of Reverie say a wall holds only while those who face it believe it is there.
Reverie spell 8,000 mana · battle
Blood rage
For the length of a battle, every company the caster fields strikes harder.
Umbra spell 10,000 mana · battle
Boon of chance
Sometimes it gives nothing at all.
Reverie spell 100,000 mana · instant
Brute might
The gain grows as the caster's realm deepens toward full mastery of the spell, and the card shows how far.
Pyre spell 3,000 mana · battle
Burning edge
Sealborn of Pyre call it the sister of Fire dart.
Pyre spell 20,000 mana · battle
The Sunward Enclosure
Enchantments exist in Seven Seals.
Plain spell enchantment
Concussion
This is a spell that belongs to its own affinity.
Pyre spell 14,000 mana · battle
Conflagration
Like every battle spell, it must get past the ward, the resistance of its affinity and the creature's own resistance.
Pyre spell 500,000 mana · battle
Corrode mail
Bloom artisans say a made thing is only borrowed from the ground, and the ground always asks for it back.
Bloom spell 20,000 mana · battle
Dark convocation
Enchantments exist in Seven Seals.
Plain spell enchantment
Dazzling allure
Some already have it.
Bloom spell 3,000 mana · battle
Dazzling burst
Lumen cultivators say the flash is pure order, too clear for the eye to find a mark through.
Lumen spell 3,500 mana · battle
Deadly stare
Umbra cultivators describe it from the inside.
Plain spell 30,000 mana · battle
Dread wave
Before the fighting, the spell rolls over a single company.
Plain spell 600 mana · battle
Element ward
Enchantments exist in Seven Seals.
Lumen spell enchantment
Ember ward
It is a battle spell, so it takes the side's one battle-spell place, and anything it does to an enemy must get past the ward, the resistance of its affinity and the creature's own resistance.
Pyre spell 250,000 mana · battle
The Deepward Step
Its age grants no privilege.
Plain spell 300,000 mana · summon
False treasure
Nor does all of it arrive.
Reverie spell 100,000 mana · instant
Far glass
In the Age of the Given Word, a broken alliance showed Flint D.
Reverie spell 5,000 mana · instant
Field intel
It shows one rival kingdom's army, and a kingdom's protections against scouting can turn it aside.
Human spell 2,500 mana · instant
Fire dart
They carry no affinity of their own, so fire can ride their arrows without changing what they are.
Pyre spell 700 mana · battle
Flame orb
Sealborn of Pyre call it Kindle grown large: the same spark, fed by a deeper core until it will not fit in a hand.
Pyre spell 20,000 mana · battle
Focused mind
Enchantments exist in Seven Seals.
Reverie spell enchantment
Forked lightning
Each side brings only one battle spell, and this one must still get past the ward, the resistance of its affinity and the creature's own resistance.
Pyre spell 250,000 mana · battle
Gale storm
It is a costly spell to bring, and each side brings only one battle spell, so a Bloom lord saves it for a foe whose strength is in the air: winged hosts, wing-beasts, anything that means to strike from above before the line can close.
Bloom spell 20,000 mana · battle
Golden transmutation
Enchantments exist in Seven Seals.
Reverie spell enchantment
Grand mirage
Enchantments exist in Seven Seals.
Reverie spell enchantment
Greenmother's Unbinding
Its ancient rank does not override the ring.
Bloom spell 1,000,000 mana · instant
Grave touch
Enchantments exist in Seven Seals.
Plain spell enchantment
Grave uprising
Umbra cultivators explain it simply.
Umbra spell 20,000 mana · summon
The Ash Furrow
Cast on another kingdom, it tears open a furrow through that kingdom's stores and drains its mana.
Pyre spell 100,000 mana · instant
Grove growth
Enchantments exist in Seven Seals.
Bloom spell enchantment
Harmony and goodwill
Enchantments exist in Seven Seals.
Lumen spell enchantment
Heartsick charm
Cultivators of Reverie say the spell sends the enemy a brief dream of loving the soldiers in front of them, and it is hard to strike what you have dreamed of loving.
Reverie spell 8,000 mana · battle
Heavy ground
Each side brings only one battle spell, and this one must still get past the ward, the resistance of its affinity and the creature's own resistance.
Pyre spell 30,000 mana · battle
Human drill
While it stands, the lord raises their recruits faster.
Human spell passive
Human masonry
The card prices it as research.
Human spell passive
Human siegecraft
The card prices it as research.
Human spell passive
Illusory force
On the ring of affinities, dreams die, so Reverie feeds Umbra.
Reverie spell 800 mana · battle
Immobilize
Cultivators of Reverie say almost everyone knows this spell already, from the inside.
Reverie spell 10,000 mana · battle
Keen sight
It does nothing for anyone but elves.
Bloom spell 600 mana · battle
Kindle
It is a battle spell, and each side brings only one.
Pyre spell 1,000 mana · battle
Kinetic bolt
In a shard that woke in Pyre, the spell does a little more.
Pyre spell 700 mana · battle
Laid down arms
Enchantments exist in Seven Seals.
Lumen spell enchantment
Levitation
Every Sealborn is a foreign soul who remembers being somewhere else.
Reverie spell 12,000 mana · battle
Life drain
For the length of a battle, every company the caster fields takes life from the enemies it strikes.
Umbra spell 20,000 mana · battle
Magma burst
Sealborn of Pyre say the Law of Equals binds this fire.
Pyre spell 200,000 mana · instant
Malediction
It is a spoken ill-wish.
Umbra spell 700 mana · battle
Mending touch
A shard woken in Lumen mends a little even at its shallowest realm.
Lumen spell 500 mana · battle
Mind lock
Enchantments exist in Seven Seals.
Reverie spell enchantment
Mist bank
The old story is that small kingdoms used it during the devouring, in the Age of the First Sealborn, because a great army that cannot see fights no more effectively than a small one.
Reverie spell 950 mana · battle
Plague tide
Enchantments exist in Seven Seals.
Umbra spell enchantment
Psychic lash
It is still magic, so it must pass the ward, the resistance of its affinity and the creature's own resistance.
Reverie spell 20,000 mana · battle
Quickened pace
Cultivators of Reverie say a dream can make a moment as long as the dreamer needs, and this spell lends a company that stretched moment.
Reverie spell 3,500 mana · battle
Radiant blade
Lumen cultivators say light is easiest to hold along an edge, and that it will not follow a thing once it leaves the hand.
Lumen spell 20,000 mana · battle
Radiant ward
Lumen cultivators say the spell was first pressed in the Age of Odrin.
Lumen spell 700 mana · battle
Raise bone soldiers
Every raising answers Odrin Half-Core.
Umbra spell 2,500 mana · summon
Raise corpse eaters
Umbra cultivators have an explanation.
Plain spell 15,600 mana · summon
Raise corpses
These are not the bodies the dead once had.
Plain spell 5,100 mana · summon
Relic seeking
It never comes back with a relic.
Lumen spell 20,000 mana · instant
Relic shattering
What breaks is lost for the Turning.
Lumen spell 30,000 mana · instant
Relic theft
For all its reach, it never takes a relic.
Reverie spell 20,000 mana · instant
Restore fallen
Lumen cultivators call it the deeper form of Silver palm mending, pressed by those who wanted the light to reach further down.
Lumen spell 20,000 mana · battle
Rot and ruin
Enchantments exist in Seven Seals.
Umbra spell enchantment
Sacred radiance
Enchantments exist in Seven Seals.
Lumen spell enchantment
Sacred utterance
Lumen cultivators say the word commands only what has no right to stand.
Lumen spell 10,000 mana · battle
Sanguine rite
Enchantments exist in Seven Seals.
Plain spell enchantment
The Unheard Wall
Enchantments exist in Seven Seals.
Reverie spell enchantment
Silk snare
It is a small spell and a low in cost one, among the simpler spells, so a mage of any affinity can learn it, though across the ring it costs more and fails more easily.
Bloom spell 600 mana · battle
Silver palm mending
Lumen cultivators are careful about what this is.
Lumen spell 8,000 mana · battle
Sloth hex
Enchantments exist in Seven Seals.
Reverie spell enchantment
Slumber
Aefenna, the Lamplighter, who holds Reverie, also holds the Third Seal, which keeps back a night without ending.
Reverie spell 700 mana · battle
Solar blessing
Enchantments exist in Seven Seals.
Bloom spell enchantment
The Deep bargain
Enchantments exist in Seven Seals.
Plain spell enchantment
Soul taint
Before the fighting starts, the spell falls on a single enemy company.
Plain spell 1,000 mana · battle
Star fall
Enchantments exist in Seven Seals.
Pyre spell enchantment
Storm calling
Enchantments exist in Seven Seals.
Bloom spell enchantment
Storm lance
Enchantments exist in Seven Seals.
Pyre spell enchantment
Summon air maiden
It is still a simple spell, yet it asks for more turns than the smallest summonings of its affinity.
Reverie spell 8,100 mana · summon
Summon bear shifter
The bear-folk are proud that they carry Bloom.
Bloom spell 29,500 mana · summon
Summon blood drinker
Ordinary folk say these are the dead who learned to take their borrowed life by mouth, from enemies as well as from the kingdom that keeps them.
Plain spell 77,700 mana · summon
Summon bone sorcerer
Umbra cultivators say these are the dead who kept the most of their old shape while they waited, and that something of what they knew in life comes up with them.
Umbra spell 79,900 mana · summon
Summon brook maiden
Cultivators find the gift odd.
Bloom spell 7,900 mana · summon
Summon celestial judge
Lumen cultivators tie these judges to the Law of Equals.
Lumen spell 60,000 mana · summon
Summon cinder hound
Beasts are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 24,400 mana · summon
Summon colossus
Summoned things are shapes a spell calls out of the Welter, and mana keeps them standing.
Lumen spell 300,000 mana · summon
Summon crimson drake
Dragons are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 300,000 mana · summon
Summon deep behemoth
Before anything existed there was only the Welter, raw power with no lasting shape, until seven beings found shapes that held and became the gods.
Reverie spell 300,000 mana · summon
Summon dwarf runecaster
Fire-folk are among the affinity-born peoples, native life where an affinity runs strong.
Pyre spell 40,000 mana · summon
Summon dwarf zealot
Fire-folk are among the affinity-born peoples: native life where an affinity runs strong.
Pyre spell 6,800 mana · summon
Summon eagle lion
They nest on bare crags where nothing seems to grow.
Bloom spell 34,600 mana · summon
Summon elf swordsinger
The blade-singers call themselves the Greenmother's pruning knife.
Bloom spell 45,000 mana · summon
Summon fae mote
Every Sealborn is a foreign soul, and every one remembers being somewhere else.
Reverie spell 6,600 mana · summon
Summon fiend rider
The Human lineages have a song about them.
Plain spell 77,700 mana · summon
Summon fire lizard
Beasts are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 28,900 mana · summon
Summon firebird
It lies beyond the complex spells a neighbour can reach, so only a Sealborn whose core woke in Bloom can master it.
Bloom spell 300,000 mana · summon
Summon flame genie
Summoned things are shapes that a spell calls out of the Welter, the raw power that can become anything but keep nothing.
Pyre spell 46,800 mana · summon
Summon flame spirit
Summoned things are shapes that a spell calls out of the Welter, and elementals are among them.
Pyre spell 300,000 mana · summon
Summon frost ape
Every Sealborn is a foreign soul who remembers being somewhere else.
Reverie spell 35,000 mana · summon
Summon ghost blade
The Sealborn who cast it do not agree on what the warriors are, but the Human lineages have a song about them.
Lumen spell 30,000 mana · summon
Summon grubling
The affinity-born peoples are native life that grows where an affinity runs strong.
Pyre spell 4,500 mana · summon
Summon high seraph
Lumen cultivators tell the high ones' story with care.
Lumen spell 52,000 mana · summon
Summon horned fiend
Deopa's creatures are not all the same kind of thing.
Umbra spell 35,500 mana · summon
Summon horned steed
Lumen cultivators remember these steeds in the story of Ysme of Lumen.
Lumen spell 30,000 mana · summon
Summon mind mote
Cultivators of Reverie say the Welter has no shape of its own, so it takes the one the summoner holds in mind.
Reverie spell 6,600 mana · summon
Summon multi serpent
Beasts are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 41,700 mana · summon
Summon noble elf
The noble lines believe they are older than the Scar, and that the Greenmother remembers her own.
Bloom spell 40,000 mana · summon
Summon oak maiden
The grove-folk say each maiden belongs to one tree, and that the great tree-wardens called by Summon tree guardian are her elders.
Bloom spell 3,000 mana · summon
Summon profane reaper
Umbra cultivators say the reapers are the Deep's answer to the Unmaker.
Umbra spell 300,000 mana · summon
Summon psi ravager
The price does not stop there.
Reverie spell 65,700 mana · summon
Summon rampart fiend
Umbra cultivators have a story for it.
Plain spell 80,000 mana · summon
Summon rock spirit
It lies beyond the complex spells a neighbour can reach, so only a Sealborn whose core woke in Bloom can master it.
Bloom spell 300,000 mana · summon
Summon saurian
The affinity-born peoples are native life that grows where an affinity runs strong.
Pyre spell 6,800 mana · summon
Summon screaming root
Bloom cultivators tell where the scream came from.
Bloom spell 29,500 mana · summon
Summon sea singer
Cultivators of Reverie say this summoning is sung, not spoken, because the Welter answers a song more readily than a command.
Reverie spell 24,500 mana · summon
Summon seraph
Where Lumen runs strong, the Hallow has celestial peoples among its affinity-born life.
Lumen spell 27,000 mana · summon
Summon serpent queen
Newcomers are often surprised to find serpents answering a call of light.
Lumen spell 40,000 mana · summon
Summon shade elf mage
Elves are among the affinity-born peoples, the native life of the Hallow that grows where an affinity runs strong.
Umbra spell 75,000 mana · summon
Summon sky genie
Cultivators of Reverie say a great figure is slow to answer because it must be dreamed whole.
Reverie spell 30,000 mana · summon
Summon snap plant
Farmers have their own name for them.
Bloom spell 45,000 mana · summon
Summon specter
Ordinary folk tell a story about them.
Plain spell 35,500 mana · summon
Summon spirit medium
Cultivators argue about whom these speakers speak for.
Lumen spell 6,300 mana · summon
Summon star mage
The Hallow's affinity-born life includes astral peoples, and Lumen cultivators count these casters among them.
Lumen spell 27,000 mana · summon
Summon stone gazer
The Welter can become anything, but it can keep nothing.
Reverie spell 27,000 mana · summon
Summon storm spirits
The Welter can become anything, but it can keep nothing.
Reverie spell 280,000 mana · summon
Summon strangling ivy
Bloom cultivators teach it beside the story of Odrin Half-Core.
Bloom spell 3,000 mana · summon
Summon throne seraph
A Sealborn reaches no further than the complex spells of neighbouring affinities, so this spell belongs to cores that woke in Lumen.
Lumen spell 300,000 mana · summon
Summon thunder giant
Summoned things are shapes that a spell calls out of the Welter, the raw power beyond the Covenant.
Pyre spell 50,000 mana · summon
Summon tree guardian
The treefolk hold a proud belief.
Bloom spell 34,600 mana · summon
Summon tri beast
Beasts are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 46,800 mana · summon
Summon umbra
Umbra cultivators say the shades are the thinnest of the stranded dead: remnants worn so far down that the spell can give them little more than a darkness to stand in.
Plain spell 2,500 mana · summon
Summon wing drake
Dragons are among the affinity-born, native life that grows where an affinity runs strong.
Pyre spell 28,900 mana · summon
Summon winged horse
Newcomers who fell through the Scar tell a story about these steeds.
Lumen spell 6,300 mana · summon
Swarm blight
Enchantments exist in Seven Seals.
Bloom spell enchantment
Tainted wells
The spell does a second thing, and many commanders value it more.
Umbra spell 20,000 mana · battle
Thunderbolt
In a shard that woke in Pyre, the bolt also breaks the strike of an enemy company for the battle.
Pyre spell 40,000 mana · battle
Time lock
Enchantments exist in Seven Seals.
Reverie spell enchantment
Torpor
Cast by anyone else, it does nothing at all.
Reverie spell 8,000 mana · battle
Tranquility
Its reason is growth.
Bloom spell 200,000 mana · instant
Unmaking
Undon, the Unmaker, who holds this affinity, sealed on one term: no sealing lasts.
Pyre spell 40,000 mana · battle
Unseen host
In any other hands it does nothing at all.
Reverie spell 3,000 mana · battle
Unweave
Lumen cultivators explain it plainly.
Lumen spell passive
Veil of night
Enchantments exist in Seven Seals.
Lumen spell enchantment
War hymn
Enchantments exist in Seven Seals.
Pyre spell enchantment
Ward against malice
Enchantments exist in Seven Seals.
Lumen spell enchantment
Wild boon
Enchantments exist in Seven Seals.
Bloom spell enchantment
Wild remedy
Its cultivators say a wound is only ground waiting to grow back over.
Bloom spell 2,000 mana · battle
Wild wisdom
Enchantments exist in Seven Seals.
Bloom spell enchantment
Wondrous grace
Lumen cultivators count it the last of three spells for the fallen, after Silver palm mending and Restore fallen.
Lumen spell 1,000,000 mana · battle
Ape delicacy
It is served before battle, as the work its side brings.
Reverie item Consumed on use
Arrow screen
Unrolled before the fighting, it shelters the whole army at once.
Human item Consumed on use
Beast ring
Beasts are among the Hallow's own native life, found where an affinity runs strong.
Bloom item Consumed on use
Binding chain
It is cast loose before the fighting starts.
Plain item Consumed on use
Blast barrel
It is rolled out before the fighting and set off among the enemy.
Pyre item Consumed on use
Blessed vials
It is thrown before the fighting starts.
Umbra item Consumed on use
Burial casket
What lies inside is one of the restless dead, the natives' dead stranded at the threshold of Deopa, the Deep's Deep since the Breaking.
Plain item Consumed on use
Construct manual
Reading it stands up a company of Workshop ox in the holder's kingdom.
Plain item Consumed on use
Courage draught
It is shared out to the whole army before the fighting.
Plain item Consumed on use
Drowsy taper
It is lit before the fighting, upwind of the enemy.
Plain item Consumed on use
Fairy powder
Thrown over the enemy before the fighting, it settles on every company there.
Plain item Consumed on use
Fire oil jars
The jars are smashed over the enemy before the fighting.
Pyre item Consumed on use
Fireward scroll
It is read aloud before the fighting.
Plain item Consumed on use
Fog pouch
Opened before the fighting, it pours out a fog that covers the whole field.
Plain item Consumed on use
Frost statuette
It is thrown among the enemy before the fighting and shatters.
Bloom item Consumed on use
Gorgon head
It is unwrapped before the fighting and held up to the enemy.
Plain item Consumed on use
Grail chart
The chart claims to lead to the five sacred cups, the relic Sacred cup stained gold among them.
Plain item Consumed on use
Gutter flute
It is not a weapon for the battlefield.
Plain item Consumed on use
Herb bundle
It does its work during the fighting and after it.
Bloom item Consumed on use
Hex poppet
It is used against another kingdom, not on a battlefield.
Plain item Consumed on use
Loot coffer
What is inside is a gamble.
Plain item Consumed on use
Mana shard
Breaking it pours mana into its holder's own kingdom.
Plain item Consumed on use
Mana whirl
It is loosed on another kingdom, not on a battlefield.
Plain item Consumed on use
Marching drums
The drums are beaten as the armies close.
Plain item Consumed on use
Mirage rod
Each side may bring a work of its own into battle, and this one strikes first.
Plain item Consumed on use
Novice primer
Open it in your own kingdom and it releases what is bound inside: a company of Toad or a company of Chipmunk, whichever chance decides.
Plain item Consumed on use
Odd tin
It is the work its owner brings to a battle.
Plain item Consumed on use
Orchard fruit
Set it out in your own kingdom and a troop of Great ape arrives.
Plain item Consumed on use
Pod beast seed
Brought as the work its side carries into battle, it breaks open before the armies meet.
Plain item Consumed on use
Poison phial
It is the work its side brings to the fight.
Plain item Consumed on use
Rogue letters
Some lesser works attempt a theft, and this is one of them.
Plain item Consumed on use
Royal ultimatum
Some lesser works gamble, and this one gambles on what it takes.
Plain item Consumed on use
Salve jar
It is the work its side brings to a battle, and it does nothing until the fighting stops.
Plain item Consumed on use
Seeing sphere
Turn it on a rival and it shows two things: the rival's army and the geld in its stores.
Plain item Consumed on use
Seer almanac
Read it in your own kingdom and new folk arrive to settle there, all at once.
Plain item Consumed on use
Silk net
It is the work its side brings to the fight.
Plain item Consumed on use
Sky rug
It is the work its side brings to the fight.
Plain item Consumed on use
Small reprieve
Read it in your own kingdom and the newest hostile enchantment laid on that kingdom lifts.
Plain item Consumed on use
Sparkling draught
It is the work its side brings to the fight.
Plain item Consumed on use
Spoiled rations
Sent to a rival, the rations are eaten, and they kill.
Plain item Consumed on use
Storm javelin
It is the work its side brings to the fight.
Plain item Consumed on use
Tangle mesh
It is the work its side brings to the fight.
Plain item Consumed on use
Triple lash wine
Pour it in your own kingdom and the households grow.
Plain item Consumed on use
Vanishing ash
It is the work its side brings to the fight.
Plain item Consumed on use
Warding pin
It is the work its side brings to the fight.
Plain item Consumed on use
Wayfinder
Beyond every kingdom's settled centre lies the Mist, ground the Covenant has not yet fixed.
Plain item Consumed on use
Wisdom stone
Spend it in your own kingdom and geld fills the treasury at once.
Plain item Consumed on use
Azure frost
No one knows who made it.
Reverie relic Permanent
Blessed bomb
Its maker is unknown.
Lumen relic Consumed on use
Bone band
Tellan records no maker, and the shard's first home is unknown.
Umbra relic Permanent
Bottomless purse
No maker is recorded, and no one knows where its shard lay before.
Plain relic Permanent
Calamity box
Tellan records no maker, and where the shard lay before its binding is unknown.
Pyre relic Reusable when ready
Clarity scroll
Its maker is not recorded, and the shard's first home is unknown.
Reverie relic Consumed on use
Clockwork device
No maker is recorded, and no one knows where the shard lay before.
Pyre relic Permanent
Crimson dagger
Tellan names no maker, and the shard's first home is unknown.
Umbra relic Permanent
Crone mirror
No maker is recorded, and where the shard lay before is unknown.
Reverie relic Permanent
Doom device
Tellan names no maker, and where its shard lay before is unknown.
Pyre relic Consumed on use
Drake cleaver
Tellan records no maker, and where the shard lay before its binding is unknown.
Pyre relic Permanent
Elder codex
No maker is recorded, and where its shard lay before is unknown.
Plain relic Consumed on use
Enchanted looking glass
Tellan names no maker, and the shard's first home is unknown.
Reverie relic Consumed on use
Entropy charm
No maker is recorded, and where its shard lay before is unknown.
Lumen relic Permanent
Fate cards
Tellan records no maker.
Reverie relic Reusable when ready
Final bulwark
Tellan names no maker, and where its shard lay before is unknown.
Lumen relic Permanent
Firebird amulet
Tellan records no maker.
Pyre relic Permanent
Fortune token
No maker is recorded, and where its shard lay before is unknown.
Plain relic Permanent
Genie flask
Tellan records no maker.
Pyre relic Consumed on use
Genie ring
No maker is recorded, and where its shard lay before is unknown.
Plain relic Reusable when ready
Gilded diadem
No maker is recorded, and where its shard lay before is unknown.
Lumen relic Permanent
Gleaming wings
Tellan records no maker.
Lumen relic Permanent
Global truce
No maker is recorded, and where its shard lay before is unknown.
Lumen relic Permanent
Grand magus staff
No maker is recorded, and where its shard lay before is unknown.
Plain relic Reusable when ready
Grand strategy codex
No maker is recorded, and where its shard lay before is unknown.
Plain relic Permanent
Guardian charm
No maker is recorded, and where its shard lay before is unknown.
Plain relic Permanent
Hourglass egg
No maker is recorded, and where its shard lay before is unknown.
Plain relic Consumed on use
Infatuation draught
Tellan names no maker, and where its shard lay before is unknown.
Plain relic Consumed on use
Infernal flame
No maker is recorded, and where its shard lay before is unknown.
Pyre relic Permanent
Greenmother's Ox
The Ox still works the same way.
Bloom relic Permanent
Killers mantle
Tellan names no maker, and where its shard lay before is unknown.
Umbra relic Permanent
Legend blade
No maker is recorded, and where its shard lay before is unknown.
Lumen relic Permanent
Lunar rod
No maker is recorded, and where its shard lay before is unknown.
Reverie relic Reusable when ready
Mage regalia
No maker is recorded, and where the shard lay before is unknown.
Plain relic Permanent
Mindreader helm
Its gift is narrow and sharp.
Reverie relic Permanent
Nullifying gauntlet
The Fourth Seal lets power hold the form of a spell.
Plain relic Reusable when ready
Old kings amulet
While it is held, the heroes in its holder's service learn more from every battle.
Plain relic Permanent
Onyx ankh
On the ring of affinities, Umbra and Lumen lie across from each other and repel.
Umbra relic Permanent
Quartz elder staff
Its gifts are broad.
Plain relic Permanent
Sacred cup bright gold
After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Bloom.
Bloom relic Permanent
Sacred cup copper
After each battle, the cup restores some of its holder's fallen companies, but only if the holder's core woke in Lumen.
Lumen relic Permanent
Sacred cup silver
After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Reverie.
Reverie relic Permanent
Sacred cup skull
After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Umbra.
Umbra relic Permanent
Sacred cup stained gold
After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Pyre.
Pyre relic Permanent
Sacrificial altar
Its bargain is written openly in the accounts.
Umbra relic Permanent
Saints tress
It guards in two ways.
Lumen relic Permanent
Salt sea scroll
Written in it is The Sunward Enclosure, one of the five oldest spells, older than the Scar.
Lumen relic Consumed on use
Scarlet standard
Its gift is simple.
Pyre relic Permanent
Scorching stone
It is thrown once, at another kingdom, and it burns that kingdom's Nodes.
Pyre relic Consumed on use
Scrying bowl
Turned on another kingdom, the bowl shows everything that matters there: its army, its geld and mana, its people, its buildings and the enchantments standing over it.
Reverie relic Reusable when ready
Shadow vellum
Written on it is The Deepward Step, one of the five oldest spells, older than the Scar.
Umbra relic Consumed on use
Shelter orb
It is used once.
Lumen relic Consumed on use
Shepherd pipes
The pipes do not make their holder's army stronger.
Bloom relic Permanent
Shrouding mantle
While it is held, every attempt to spy out what lies in its holder's kingdom is turned aside.
Reverie relic Permanent
Sinful idol
While it is held, its holder's kingdom resists spells of every affinity more strongly.
Umbra relic Permanent
Smoldering resin
While it burns in its holder's kingdom, the holder's spells cost less mana, dispelling costs less, and casting fails less often.
Pyre relic Permanent
Sovereign rod
It gives order to two things at once.
Lumen relic Permanent
Spirit devourer
It favours Deopa's creatures, the shapes that belong to the Deep.
Umbra relic Permanent
Stone lore book
Cut into those leaves is The Ash Furrow, one of the five oldest spells, older than the Scar.
Pyre relic Consumed on use
Storm sword
The sword belongs to the storm.
Pyre relic Permanent
Thrall rouge
It is used once, against another kingdom, and it takes a hero from that kingdom's service into its holder's.
Reverie relic Consumed on use
Thunder maul
The maul strikes the ground, and everything standing on it feels the blow.
Pyre relic Permanent
Trial rod
It is laid once on a hero in the holder's service.
Plain relic Consumed on use
Truth lenses
On the ring of affinities, Lumen feeds Reverie: order dreams.
Lumen relic Permanent
Unweaving scroll
Written in it is Greenmother's Unbinding, one of the five oldest spells, older than the Scar.
Bloom relic Consumed on use
Violet ring
While it is worn, its holder's spells cost less mana and fail less often, whatever their affinity.
Reverie relic Permanent
Weeping crystal
It does not depend on how many Nodes the kingdom has raised.
Plain relic Permanent
Bone caller
Bone callers name Odrin Half-Core their first teacher, though none of them claims to have met him.
Umbra hero Included in your observed upkeep; varies with level
Conjurer
A casting mage calls summoned things out of the Welter with a spell and pays mana to keep them standing.
Bloom hero Included in your observed upkeep; varies with level
Cutthroat
Its kind serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
Pyre hero Included in your observed upkeep; varies with level
Doom rider
It serves in Umbra, the affinity of death and its aftermath.
Umbra hero Included in your observed upkeep; varies with level
Drake rider
Its kind serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
Pyre hero Included in your observed upkeep; varies with level
Deopa's guest
The Deep lies inside the god, beneath the Hallow's remade ground and outside it.
Umbra hero Included in your observed upkeep; varies with level
Flame caller
It serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
Pyre hero Included in your observed upkeep; varies with level
Hag
Umbra raises the restless dead on life borrowed from the living, and the kingdom pays in people.
Umbra hero Included in your observed upkeep; varies with level
Flock warden
It serves in Bloom, the affinity of growth, beasts and living ground.
Bloom hero Included in your observed upkeep; varies with level
Huntress
Its kind serves in Bloom, the affinity of growth, beasts and living ground, which Virenna, the Greenmother holds.
Bloom hero Included in your observed upkeep; varies with level
Tellan's reader
Tellan, the Keeper of Tallies keeps the Mnemoliths outside the world and records every art and every first discovery.
Reverie hero Included in your observed upkeep; varies with level
Minstrel
It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
Reverie hero Included in your observed upkeep; varies with level
Mirage weaver
It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
Reverie hero Included in your observed upkeep; varies with level
Old campaigner
Wanderers keep their memories from world to world.
Plain hero Included in your observed upkeep; varies with level
Radiant champion
The champions tell the history of their kind through Wen Sarai.
Lumen hero Included in your observed upkeep; varies with level
Rager
It serves in Pyre, the affinity of fire, destruction and war.
Pyre hero Included in your observed upkeep; varies with level
Root speaker
It serves in Bloom, the affinity of growth, beasts and living ground.
Bloom hero Included in your observed upkeep; varies with level
Runeweaver
It strikes with magic from a distance.
Bloom hero Included in your observed upkeep; varies with level
Shield bearer
It fights hand to hand, and it grows stronger and harder to kill the longer it serves.
Lumen hero Included in your observed upkeep; varies with level
Wall listener
A kingdom's Workshops set the pace of construction.
Plain hero Included in your observed upkeep; varies with level
Soul harvester
It is not one of the creatures of Deopa, the Deep, but it works for them.
Umbra hero Included in your observed upkeep; varies with level
Storm maiden
It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
Reverie hero Included in your observed upkeep; varies with level
Temple healer
It strikes with holy light from a distance, and it grows stronger and harder to kill the longer it serves.
Lumen hero Included in your observed upkeep; varies with level
Tomb warden
Those dead are the natives' dead.
Umbra hero Included in your observed upkeep; varies with level
Road steward
Once it has served long enough, it brings its employer a steady sum of geld every turn, and the sum grows the longer it stays.
Plain hero Included in your observed upkeep; varies with level
Crucible keeper
A kingdom runs on two currencies: mana, the raw power a core or a node draws, and geld, the coin ordinary folk pay.
Plain hero Included in your observed upkeep; varies with level
Undead stalker
Its quarry is the restless dead: the natives' dead, stranded at the threshold of the Deep since the Breaking.
Lumen hero Included in your observed upkeep; varies with level
War chief
It serves in Pyre, the affinity of fire, destruction and war.
Pyre hero Included in your observed upkeep; varies with level
Barracks
Every recruit is one of the kingdom's own people, and recruiting one costs geld and a person.
Plain building 800 geld, 0 mana
Barrier
When a spell comes against a kingdom, the ward is the first thing it must get past.
Plain building 0 geld, 50 mana
Farm
The people who work them are ordinary folk: coreless, Plain, needing no Core to live on the ground.
Plain building 500 geld, 0 mana
Fortress
Lose every Fortress, and the kingdom is lost for the Turning.
Human building 5000 geld, 0 mana
Guild
It recovers spells.
Plain building 1000 geld, 0 mana
Node
A Sealborn's core draws mana of its own, but a Node gathers it from the ground itself, and it is not only for mages.
Human building 1500 geld, 0 mana
Town
The people inside are ordinary folk.
Plain building 1500 geld, 0 mana
Wilderness
Beyond a kingdom's settled centre lies the Mist, ground the Covenant has not yet fixed.
Plain building
Workshop
This is also where constructs are made: soldiers built rather than born, each with its own listed costs.
Plain building 1000 geld, 0 mana