Spirit Island Card Katalog
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Results: 8

Documentation | Examples: Gather Dahan, "Dahan and" major elements:plant elements:earth, description:"add 1 presence", range:sacred range:>=2 cost:<5 target:!any

Set: Jagged Earth
Type: Major Power
Name: Unleash a Torrent of the Self's Own Essence
Cost: 2
Speed: Fast
Target: Yourself
Elements: Sun, Moon, Fire, Water
Description: Gain 4 energy. You may forget a power card to gain 4 more energy. -or- Pay X energy (min. 1) to deal X damage in a land at 0 Range. -If you have- 2 Sun, 3 Fire: You may do both.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Bargains of Power and Protection
Cost: 2
Speed: Fast
Range: Presence: 0
Target: Dahan
Elements: Sun, Water, Earth, Animal
Description: Remove 1 of your Presence on the island from the game, setting it on the Reminder Card. From now on: each Dahan within 1 Range of your Presence provides Defend 1 in its land, and you gain 1 less Energy each turn. (This effect stacks if used multiple times) -If you have- 3 Sun, 2 Water, 2 Earth: The Presence instead comes from your Presence track.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Major Power
Name: Accelerated Rot
Cost: 4
Speed: Slow
Range: Presence: 2
Target: Jungle, Wetland
Elements: Sun, Water, Plant
Description: 2 Fear. 4 Damage. -If you have- 3 Sun, 2 Water, 3 Plant: +5 Damage. Remove 1 Blight.
Artist: Graham Stermberg
FAQ
Set: Branch & Claw
Type: Major Power
Name: Unrelenting Growth
Cost: 4
Speed: Slow
Target: Any Spirit
Elements: Sun, Fire, Water, Plant
Description: Target Spirit adds 2 Presence and 1 Wilds to a land at 1 Range of their Presence. -If you have- 3 Sun, 3 Plant: In that land, add 1 additional Wilds and remove 1 Blight. Target Spirit gains a Power Card.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Sweep into the Sea
Cost: 4
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Sun, Air, Water
Description: Push all Explorer and Town one land towards the nearest Ocean. -or- If target land is Coastal, destroy all Explorer and Town. -If you have- 3 Sun, 2 Water: Repeat on an adjacent land.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Unlock the Gates of Deepest Power
Cost: 4
Speed: Fast
Target: Any Spirit
Elements: Sun, Moon, Fire, Air, Water, Earth, Plant, Animal
Description: Target Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget another Power Card. -If you have- 2 Sun, 2 Moon, 2 Fire, 2 Air, 2 Water, 2 Earth, 2 Plant, 2 Animal: Target Spirit may now play the Major Power they keep by paying half its cost (round up) OR by Forgetting it at the end of turn. It gains all elemental thresholds.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Weave Together the Fabric of Place
Cost: 4
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Moon, Air, Water, Earth
Description: Target land and a land adjacent to it become a single land for this turn. (It has the terrain and land # of both lands. When this effect expires, divide pieces as you wish; all of them are considered moved.) -If you have- 4 Air: Isolate the joined land. If it has Invaders, 2 Fear, and remove up to 2 Invaders.
Artist: Joshua Wright
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Inspire the Release of Stolen Lands
Cost: 4
Speed: Slow
Range: Presence: 2
Target: No Blight
Elements: Sun, Water, Plant, Animal
Description: Gather up to 3 Dahan. Remove up to 3 Health worth of Invaders per Dahan. -If you have- 3 Sun, 3 Water, 2 Animal: This Power can target lands with Blight. If Dahan are present, Remove 1 Blight from target land, then Remove 1 Explorer, 1 Town, and 1 City from a land within 1 Range (of target land).
Artist: Agnieszka Dąbrowiecka
FAQ