Chuck
Any Action:  Minor Terrain ID
The owning army of this minor terrain can use missile, magic, or melee until the minor terrain is re-rolled.	Chuck
Double Saves & Maneuvers: 
Minor Terrain ID
The owning army of this minor terrain gets double saves and maneuvers until the minor terrain is re-rolled.	
Chuck
Flood:  Minor Terrain Disaster
Five health-worth of units in the acting army must each make a maneuver avoidance roll. Those units that roll a maneuver result avoid the Flood’s effect. Those that do not are killed. The acting army’s maneuver results are halved until the beginning of your next turn.	Chuck
Revolt:  Minor Terrain Disaster
The acting army’s melee and save results are halved until the beginning of your next turn.	
Chuck
Disease:  Dragon Breath
Five health-worth of units in the target army are killed, no saves possible. The target army ignores all its ID results until the beginning of its next turn. Note: The ID results from a unit rolling to avoid an individual-targeting effect are not affected. 	Chuck
Lightning:  Dragon Breath
Five health-worth of units in the target army must save individually or be killed. Until the beginning of the target army’s next turn, the only rolls the target army can make are save and save avoidance rolls. All other rolls are either not allowed, or, if a combination avoidance roll that includes saves, becomes simply and only a save avoidance roll. 	
Chuck
Turn to Stone:  Dragon Breath
Five health-worth of units in the target army are killed, no saves possible. Target army’s maneuver results are halved until the beginning of its next turn.	Chuck
Poisonous Cloud:  Dragon Breath
Five health-worth of units in the target army must save individually or be killed. Those that are killed must save again or be buried. Target army’s missile results are halved until the beginning of its next turn. 	
Chuck
Dragon Breath vs. Dragon
The affected dragon loses its 5 automatic saves until the end of the marching player’s next turn.	Chuck
Wither:  Effect
During a melee attack, target an opposing army. Until the beginning of your next turn, after the target army makes any roll but before they finalize any results, subtract one result per Wither icon from that roll.	
Chuck
Entangle:  Effect
During a melee attack, choose up to four health-worth of units in the defending army to be immediately entangled. The target unit(s) cannot be rolled until the beginning of your next turn. Killing the entangling unit negates the effect.	Chuck
Frost Breath:  Effect
During a melee attack or missile action, choose an opposing army. Until the beginning of your next turn, after the target army makes any roll but before they finalize any results, halve the results of that roll. 	
Chuck
Galeforce:  Effect
During any action, choose any enemy army. Until the beginning of your next turn, after the target army makes any maneuver roll, maneuver avoidance roll, save roll or save avoidance roll but before they apply any unique or special resolution SAIs, any unit in the target army that rolled a Fly icon must roll again until a non-Fly icon is generated.	Chuck
Galeforce:  Effect
During any action, choose any enemy army. Until the beginning of your next turn, after the target army makes any maneuver roll, maneuver avoidance roll, save roll or save avoidance roll but before they apply any unique or special resolution SAIs, any unit in the target army that rolled a Fly icon must roll again until a non-Fly icon is generated. 	
Chuck
Illusion:  Effect
During any action, immediately choose any of your armies. Until the beginning of your next turn, this army cannot be targeted by any missile or magic effect.	Chuck
Sleep:  Effect
During a melee attack, choose one unit in an opposing army to be immediately put to sleep, with no save possible. The target unit cannot be rolled until the end of your next turn. 	
Chuck
Stun:  Effect
During a melee attack, choose up to four health-worth of units in the defending army to be stunned unless each targeted unit immediately rolls a maneuver. Target units that fail their avoidance roll cannot be rolled until the end of your turn. Roll this unit again and apply the new result as well.	Chuck
Web:  Effect
During a melee attack, choose up to four health-worth of units in the defending army to be webbed unless each targeted unit immediately rolls a melee result. Target units that fail their avoidance roll cannot be rolled until the beginning of your next turn. 	
Chuck
Decay:  Death 2 Swamp Stalker
Target any enemy army. Until the beginning of your next turn, subtract one melee result from the target army. Multiple castings increase the effect or target another army.	Chuck
Evil Eye:  Death 2 Undead
Target any enemy army. Until the end of your next turn, subtract one save result from the target army. Multiple castings increase the effect or target another army.	
Chuck
Fade:  Death 3 Undead
Target one of your Undead units. Until the end of your next turn, the target unit 1) cannot roll during a melee or missile action or during a dragon attack, 2) cannot be the target of a missile, melee, or dragon effect or be taken as a casualty for this damage, and 3) cannot be promoted. Multiple castings target multiple units.	Chuck
Magic Drain:  Death 3 Frostwing
Target any terrain. Until the beginning of your next turn, subtract two magic results at the target terrain. Multiple castings increase the effect or target another terrain.	
Chuck
Palsy:  Death 3
Target any enemy army. Until the beginning of your next turn, subtract one result from the target army. Multiple castings increase the effect or target another army. During a combination roll, the owner of the acting army chooses how to apply the penalty.	Chuck
Palsy:  Death 3
Target any enemy army. Until the beginning of your next turn, subtract one result from the target army. Multiple castings increase the effect or target another army. During a combination roll, the owner of the acting army chooses how to apply the penalty.	
Chuck
Deadlands:  Death 4
Target any terrain. Until the terrain face is changed, the target terrain gains the black (death) element. Multiple castings target multiple terrains.	Chuck
Honor the Dead:  Death 4 Amazon
Target any DUA. Until the beginning of your next turn, only dead units with the black (death) aspect in the target DUA can be buried. This spell can be cast only once per magic action.	
Chuck
Necromantic Wave: Death 4 Lava Elf
Target any army. Until the beginning of your next turn, all magic results in the target army may be counted as melee results. Multiple castings target multiple armies.	Chuck
Restless Dead:  Death 4 Undead
Target any army. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.	
Chuck
Open Grave:  Death 6
Target any army. Until the beginning of your next turn, for any army-targeting effect that causes damage to the target army, any units taken as casualties immediately go to the reserves rather than the DUA. Multiple castings target multiple armies.	Chuck
Open Grave:  Death 6
Target any army. Until the beginning of your next turn, for any army-targeting effect that causes damage to the target army, any units taken as casualties immediately go to the reserves rather than the DUA. Multiple castings target multiple armies.	
Chuck
Soiled Ground:  Death 6 Goblins
Target any swampland terrain. Until the beginning of your next turn, any unit at the target terrain that is sent to the DUA must roll a save or be buried instead. Multiple castings target multiple terrains.	Chuck
Dust Devil:  Air 3 Firewalker
Target any terrain. Until the end of your next turn, halve all missile damage into or out of the target terrain. Multiple castings target multiple terrains.	
Chuck
Dust Devil:  Air 3 Firewalker
Target any terrain. Until the end of your next turn, halve all missile damage into or out of the target terrain. Multiple castings target multiple terrains.	Chuck
Wind Wall:  Air 3 Frostwing
Target any army. Until the end of your next turn, add three save results to the target army. Multiple castings target multiple armies.	
Chuck
Wind Walk:  Air 4
Target any army. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.	Chuck
Wind Walk:  Air 4
Target any army. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.	
Chuck
Wilding:  Air 4 Feral
Target any of your armies. Until the beginning of your next turn, one component in the target army may double its melee or save results. Select the component after the army’s roll is made. Multiple castings increase the number of units affected or target another army.	Chuck
Wilding:  Air 4 Feral
Target any of your armies. Until the beginning of your next turn, one component in the target army may double its melee or save results. Select the component after the army’s roll is made. Multiple castings increase the number of units affected or target another army.	
Chuck
Blizzard:  Air 4 Coral Elf
Target any terrain. Until the beginning of your next turn, halve all melee results at the target terrain. Multiple castings target multiple terrains.	Chuck
Fields of Ice:  Air 5 Frostwing
Target any terrain. Until the beginning of your next turn, subtract six maneuver results at the target terrain. While this spell is in effect, during a maneuver attempt at the target terrain the results of ties go to the non-acting player. Multiple castings target multiple terrains.	
Chuck
Stoneskin:  Earth 2
Target any army. Until the beginning of your next turn, add one save result to the target army. Multiple castings increase the effect or target another army.	Chuck
Stoneskin:  Earth 2
Target any army. Until the beginning of your next turn, add one save result to the target army. Multiple castings increase the effect or target another army.	
Chuck
Earthen Armor:  Earth 2 Dwarf
Target one of your units not already under the effects of an Earthen Armor spell. The target unit gains one automatic save result until it is used to generate a save result for the unit. Multiple castings target multiple units.	Chuck
Earthen Armor:  Earth 2 Dwarf
Target one of your units not already under the effects of an Earthen Armor spell. The target unit gains one automatic save result until it is used to generate a save result for the unit. Multiple castings target multiple units.	
Chuck
Hide:  Earth 2 Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit makes no rolls, cannot be the target of a melee, missile, magic, or dragon effect,  cannot be affected by any disaster effect from a minor terrain or by any racial ability, cannot be taken as a loss to account for damage, and cannot be promoted. Multiple castings increase the number of health affected.	Chuck
Camouflage:  Earth 2 Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the target unit and only melee damage can kill a camouflaged unit. The target unit cannot be promoted. Multiple castings increase the number of health affected.	
Chuck
Backlash:  Earth 4 Feral
Target any terrain. Until the beginning of your next turn, if any army at the target terrain takes a magic action and casts magic, then, after all spells are resolved, the army must save against an amount of damage equal to the combined casting costs of all spells cast. For an army to be affected by a Backlash, this spell must be in effect before the magic action has begun. Multiple castings target multiple terrains.	Chuck
Backlash:  Earth 4 Feral
Target any terrain. Until the beginning of your next turn, if any army at the target terrain takes a magic action and casts magic, then, after all spells are resolved, the army must save against an amount of damage equal to the combined casting costs of all spells cast. For an army to be affected by a Backlash, this spell must be in effect before the magic action has begun. Multiple castings target multiple terrains.	
Chuck
Transmute Rock to Mud:  Earth 5
Target any enemy army. Until the beginning of your next turn, subtract six maneuver results from the target army. Multiple castings increase the effect or target another army.	Chuck
Transmute Rock to Mud:  Earth 5
Target any enemy army. Until the beginning of your next turn, subtract six maneuver results from the target army. Multiple castings increase the effect or target another army.	
Chuck
Higher Ground:  Earth 5 Amazon
Target any enemy army. Until the beginning of your next turn, subtract five melee results from the target army. Multiple castings target multiple armies.	Chuck
Reform Land:  Earth 6 Goblin
Target a minor terrain in your DUA that contains the green (water) element. The target minor terrain becomes a swampland minor terrain for the duration of the game. Multiple castings target multiple minor terrains.	
Chuck
Leaving:  Earth 8 Treefolk
Target all of your armies. Until the beginning of your next turn, for any army-targeting effect that causes damage to a target army, any units taken as casualties immediately go to any other of your armies at a terrain rather than the DUA. This spell can be cast only once per magic action.	Chuck
Leaving:  Earth 8 Treefolk
Target all of your armies. Until the beginning of your next turn, for any army-targeting effect that causes damage to a target army, any units taken as casualties immediately go to any other of your armies at a terrain rather than the DUA. This spell can be cast only once per magic action.	
Chuck
Leaving:  Earth 8 Treefolk
Target all of your armies. Until the beginning of your next turn, for any army-targeting effect that causes damage to a target army, any units taken as casualties immediately go to any other of your armies at a terrain rather than the DUA. This spell can be cast only once per magic action.	Chuck
Create Mountain:  Earth 9 Dwarf
Target any terrain with the gold (earth) element that is not at the 8th face. Until the target terrain's face is changed, in addition to its normal terrain type, it is also considered to be a highland terrain. Multiple castings target multiple terrains.	
Chuck
Watery Double:  Water 2
Target any army. Until the end of your next turn, add one save result to the target army. Multiple castings increase the effect or target another army.	Chuck
Watery Double:  Water 2
Target any army. Until the end of your next turn, add one save result to the target army. Multiple castings increase the effect or target another army.	
Chuck
Wall of Ice:  Water 3
Target any army. Until the beginning of your next turn, add three save results to the target army. Multiple castings target multiple armies.	Chuck
Wall of Ice:  Water 3
Target any army. Until the beginning of your next turn, add three save results to the target army. Multiple castings target multiple armies.	
Chuck
Water Walking:  Water 4 Scalder
Target any army located at a terrain with the green (water) element. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.	Chuck
Call Water:  Water 5 Treefolk
Target any terrain. Until the terrain face is changed, add the water (green) element to the target terrain. Multiple castings target multiple terrains.	
Chuck
Part Water:  Water 5 Coral Elf
Target any terrain. Until the beginning of your next turn, remove the water (green) element from the target terrain for all but the caster’s components. As long as this spell is in effect, the effects of all terrain-targeting spells that require the terrain to have the green (water) element are negated and the effects of all army-targeting spells that require the terrain to have the green (water) element are negated except for the caster’s spells. Multiple castings target multiple terrains.	Chuck
Deluge:  Water 6 Amazon
Target any terrain. Until the beginning of your next turn, subtract four maneuver and four missile results at the target terrain. Multiple castings target multiple terrains.	
Chuck
Mire:  Water 6 Swamp Stalker
Target any terrain not already under the effects of a Mire spell or currently at the 8th face. Until the end of your next turn, no army at the target terrain can make a maneuver attempt to change the terrain face or bring in a minor terrain. Multiple castings target multiple terrains.	Chuck
Mire:  Water 6 Swamp Stalker
Target any terrain not already under the effects of a Mire spell or currently at the 8th face. Until the end of your next turn, no army at the target terrain can make a maneuver attempt to change the terrain face or bring in a minor terrain. Multiple castings target multiple terrains.	
Chuck
Wall of Fog:  Water 6
Target any terrain. Until the beginning of your next turn, halve all maneuver results at the target terrain, and all missile damage into or at the target terrain. Multiple castings target multiple terrains.	Chuck
Wall of Fog:  Water 6
Target any terrain. Until the beginning of your next turn, halve all maneuver results at the target terrain, and all missile damage into or at the target terrain. Multiple castings target multiple terrains.	
Chuck
Black Rain:  Water 7 Swamp Stalker
Target any terrain with the green (water) element. Until the end of your next turn, halve all save results at the target terrain. Multiple castings target multiple terrains.	Chuck
Wall of Thorns:  Water 8 Treefolk
Target any terrain not already under the effects of a Wall of Thorns spell or currently at the 8th face. Until the end of your next turn, any army making a maneuver attempt that results in changing the terrain face causes damage to itself equal to the total health-worth of units in the army. Roll the army; each melee result reduces the damage by one point. Multiple castings target multiple terrains.	
Chuck
Ash Storm:  Fire 2
Target any terrain. Until the beginning of your next turn, subtract one result at the target terrain. Multiple castings increase the effect. During a combination roll, the owner of the acting army chooses how to apply the penalty.	Chuck
Ash Storm:  Fire 2
Target any terrain. Until the beginning of your next turn, subtract one result at the target terrain. Multiple castings increase the effect. During a combination roll, the owner of the acting army chooses how to apply the penalty.	
Chuck
Flashfire:  Fire 3 Firewalker
Target any army. Until the beginning of your next turn, during any non-maneuver roll, any one unit in the target army whose last roll result has not been finalized may be rolled again. The selected unit ignores its last roll result and applies the new roll result instead. Multiple castings increase the effect or target another army.	Chuck
Flashfire:  Fire 3 Firewalker
Target any army. Until the beginning of your next turn, during any non-maneuver roll, any one unit in the target army whose last roll result has not been finalized may be rolled again. The selected unit ignores its last roll result and applies the new roll result instead. Multiple castings increase the effect or target another army.	
Chuck
Burning Hands:  Fire 4
Target one of your units not already under the effects of a Burning Hands spell. The target unit’s melee results are doubled. This spell remains in effect until it is used by the unit or until the unit generates non-SAI melee results needed by the army. Multiple castings target multiple units.	Chuck
Burning Hands:  Fire 4
Target one of your units not already under the effects of a Burning Hands spell. The target unit’s melee results are doubled. This spell remains in effect until it is used by the unit or until the unit generates non-SAI melee results needed by the army. Multiple castings target multiple units.	
Chuck
Flaming Armor:  Fire 4 Lava Elf
Target one of your units not already under the effects of a Flaming Armor spell. The target unit’s save results are doubled. This spell remains in effect until it is used by the unit or until the unit generates non-SAI save results needed by the army. Multiple castings target multiple units.	Chuck
Flaming Spears:  Fire 4 Amazon
Target one of your units not already under the effects of a Flaming Spears spell. The target unit’s missile results are doubled. This spell remains in effect until it is used by the unit or until the unit generates non-SAI missile results needed by the army. Multiple castings target multiple units.	
Chuck
Dancing Lights:  Fire 6
Target any enemy army. Until the beginning of your next turn, halve the target army's missile and magic results. Multiple castings target multiple armies.	Chuck
Dancing Lights:  Fire 6
Target any enemy army. Until the beginning of your next turn, halve the target army's missile and magic results. Multiple castings target multiple armies.