Spells to be looked at by Dev

Questions and suggestions for new spells, changes to spells and the magic system

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Spells to be looked at by Dev

Postby Augustus on Sun Nov 04, 2012 7:12 pm

Hello all,

Just a suggestion for those of you out there with ideas that you would like to see brought into the game specifically to spells. There are quite a few threads in here where i see ideas and tweaks being talked about, but I'm not seeing the end product. As someone on the Dev team, i do like looking through these threads to gain ideas about what players like or want to see added to their spheres. While sometimes we do have to tweak these for balance, its nice to be able to use your ideas.

With that said, if people could at the end of a 'production run' for lack of a better term, recap your spell as a finalized edit in the below format:

Code: Select all
EDIT VERSION : {example: FINAL}
Spell Name:
Level required:
Casting method:  {example:ranmagatk}
Defending method: (example:ranmagdef}
Description: {example:Warrior Mage x3:}
Class Restriction: {example:Warrior Mage, bow:}

Description: {example: A advanced form of harden arrow called hale of arrows. This spell is more like a shot gun blast but using a bow and arrow by multiplying the arrow. It making is so it doesn’t fire one arrow but 100 arrows. This takes a turn to knock the arrow aim and fire}

:MECHANICS: {example:This is a area spell. It attacks all with in 30 ft form the caster and 20 foot widen. This spell is not very accurate and not very powerful. When used on multiple targets it’s attack is x .50 damage is taken. Or one target at point blank range then it’s x 1.50 damage. This spell cast 4 stam plus 1 stam per slot }




I think this will allow the dev team to pull from the player base and add ideas as we naturally progress through sphere's, classes and races.

NOTE: Do not Post new ideas in this thread, this is for 'finished' ideas that have been looked at and founded sound. New ideas posted here that have not had any player/dev input will be deleted.
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Re: Suggestion for Submissions

Postby mozenwrathe on Mon Nov 05, 2012 12:40 pm

Perhaps then one could use this thread to post the finalized versions of spells that have been worked on and worked out? I have submitted most if not all of my finalized works to Miyuka to be sent off to the development team. So far, I believe there have been... ten successfully finalized posts by myself since I started working on new magical spells. I can just repost them all here so people can see what has been suggested thus far.
current characters:
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Re: Suggestion for Submissions

Postby Augustus on Mon Nov 05, 2012 4:02 pm

Good suggestion. That way the Dev team can pull from it.
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:07 pm

I believe this was already "stamped and sealed" by Miyuka, so reprinting here:

Nebula:
Level Required: 1
Class Required: Magi

Casting method: other
Defending method: none

DESCRIPTION: The second of the Magi's most commonly used defensive spells is known as Nebula. Utilizing their aura the magi creates a very slight, hazy illusion about their form. As they move their body blurs, leaving behind a hazy afterimage. The closer someone comes to the Magi, the harder it is to tell precisely where they are. At range the effect is so minimal that it is entirely ineffective.

MECHANICS: This spell only takes one round and lasts for one turn for every slot put into it. The spell costs one stamina plus one more stamina for every slot put into the spell used. (e.g. 7 slots = 1 + 7 = 8 stamina cost.) The caster gains +1 defense against close physical and close magical attacks for every slot put into this spell. This spell may stack with Aurora and any regular defensive enchantments. ::


Looked over by dev
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:08 pm

Second spell that I believe was already "stamped and sealed" by Miyuka, so reposting here:

Aurora:
Level Required: 1
Class Required: Magi

Casting method: other
Defending method: none

DESCRIPTION: It is probably none too surprising that Magi have a wide variety of defensive spells. They did come from a world consumed by warfare after all and incessantly put themselves in harm's way as peacekeepers. One of the primary defensive spells of the Magi is a spell known as Aurora. It summons a veil of, almost intangible, shimmering energy that floats in a rough sphere a few feet about the Magi. Even a child can walk through this veil unimpeded or swing a sword through it, but it heavily resists the passage of light, fast moving objects like arrows and magical energies.

MECHANICS: This spell takes a single round to cast and lasts 1 turn for every slot put into it. The spell costs one stamina plus one more stamina for every slot put into the spell used. (e.g. 7 slots = 1 + 7 = 8 stamina cost.) The caster gains +1 defense against ranged physical and ranged magical attacks for every slot put into this spell. This spell may stack with Nebula and any Defensive Enchantments. ::


Looked over by dev
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:10 pm

Third spell that was stamped and sealed by Miyuka. Reposting it here:

Arcane Adiposity
Level Required: 20
Race Required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

DESCRIPTION: This spell creates a magical "weight" upon the victim, making it harder to cast. This was developed by the Magi to discourage people from throwing lightning bolts and fireballs in their direction, but gently. Not wanting to actually harm their opponent, the Magi using this spell often reminded their foe they did have stronger magics available to them.

MECHANICS: Hands steepled as if in prayer, the Magi would exhale and stretch her hands apart. Strings of arcane fury would knot and weave between her fingers and then dissipate. This spell removes a percentage of the victim's success from future magic based rolls based on how many slots are used. This spell is not cumulative with multiple castings even if from another character. The spell may be only cast successfully once per target per combat. Stardard stamina cost.

1 to 3 slots = 1 round, -3% to magical rolls for the victim ::
4 to 6 slots = 2 rounds, -6% to magical rolls for the victim ::
7 to 9 slots = 3 rounds, -9% to magical rolls for the victim ::
10 to 12 slots = 4 rounds, -12% to magical rolls for the victim ::
13 to 15 slots = 5 rounds, -15% to magical rolls for the victim ::

The victim of the spell would immediately lose all negative spell-based effects on them cast by the Magi once the spell was cast successfully. (For example, spells such as Physical Armor and Magical Armor would be left untouched. A spell such as Serpent's Kiss, however would be nullified.)
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:16 pm

Another spell that Miyuka approved of after a lot of revising:

Arcane Aegis
Level Required: 15 (Magi x3)
Race Required: Magi

Casting method: clomagdef
Defending method: none (defensive spell)

DESCRIPTION: Another means of protecting themselves, the Magi created this with the aid of their Goddess after their fifth encounter with the moriel. Looking to once more be proactive without being aggressive, the Magi sought to improve upon the spell Shield Of The Sages. This did not quite give them what they were looking for, but it definitely brought the Magi one step forward in protecting themselves against hostile casters of magic.

MECHANICS: A Close Magical Attack is rolled and halved to determine the amount of Magical damage the Arcane Aegis can neutralize before it fades away. Direct targeting spells are affected by Arcane Aegis, but not area effect spells suck as Ice Storm and Fireball. Also, for every slot used, the spell lasts one round. Should a targeting spell hit the caster with enough damage to overwhelm Arcane Aegis, then the total remaining Arcane Aegis is deducted from the damage and the remainder cuts through to the Magi. This spell has no effect on any sort of Physical attack, either Ranged or Close.

:: 1 to 3 slots = 1 HP damage reduction ::
:: 4 to 6 slots = 2 HP damage reduction ::
:: 7 to 9 slots = 3 HP damage reduction ::
:: 10 to 12 slots = 4 HP damage reduction ::
:: 13 to 15 slots = 5 HP damage reduction ::
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:20 pm

This spell was given a thumbs up for completion after some significant revision:

Arrow Storm
Level required: 20
Class required: Magi (Magi x5)
Casting method: ranmagatk
Defending method: ranmagdef

Description: Unlike many of the spells created by the Magi, this one was specifically created to strike down a group of people. The spell releases numerous "arrows" made from fused elements, descending upon an area the Magi has focused upon. It is still a line of sight sorcery, so one cannot use it over a hill. A person can destroy a door or a weakened wall with the spell. If used in such a fashion, no "stray arrows" will hit another target.

MECHANICS: This is a area of effect spell. Taking two turns to cast, the spell cannot be disrupted. It strikes down within forty feet from the caster and has a ten foot radius. This spell isn't the most accurate or powerful of spells. Used on multiple targets, Arrow Storm inflicts half damage. Damage is calculated as follows: !damage ### ### +slots used @50%. (An example would be !damage 100 50 +10 @50%) The maximum damage will be 32 hit points. The spell uses five stamina + amount of slots used.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:22 pm

Another spell that was given the "let the Development Team see it for themselves and make a few changes" tag after some discussion:

Magnetic Bond
Level required: 15
Class required: Magi

Casting method: clomagatk
Defending Method: clomagdef

Description: With power over the elements themselves, the Magi can gather raw energy into their hands and reshape part of its nature to perform a specific task. By using this power, a trained Magi will be able to create a mystical field that looks like a shimmering spiral around the victim. This swirling energy creates a magnetic field that will end up hampering either metallic weapons or armour. Some call it a "serpent of sinister steel mist," because of how those with metal greaves are often tripped up by this spell rather easily.

Mechanics: This spell takes one turn to cast and is performed as a basic clomagatk against a clomagdef. Only one metal object - meaning armor or a weapon - will be affected while the spell is active. The nature of the spell means it must be cast at close range, but no actual contact is made between the Magi and their victim. The spell lasts for one turn for every three slots in the spell. (for example: 9 slots = 3 turns.) If the spell hits, there is a !r 1d2 roll to see what is affected - 1 is the weapon, and 2 is the armour. If the person only has either metal armour or metal weapons, that is automatically effected.

If the armour is affected, to move requires a second contested roll: the victim's Strength against the Magi's Intelligence. If the person's armor is affected and the victim wins the roll, they may dodge at 50%. The victim can still block with their weapon, though, at full. This accounts for those looking to defend against a weapon, versus someone getting out of the way of a projectile.

If their weapon is affected, the same roll to use the weapon is needed: the victim's Strength against the Magi's Intelligence. If the victim wins the roll, they may attack at 50%. If the victim fails, the weapon stays exactly where it is. The victim may also choose to attack bare handed, and such would be at full. Drawing another weapon that cannot be made of metal would take a turn, and the victim would lose their chance to attack that round.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:24 pm

And I believe this is the last spell that was completed for the Magi at this time. Next up I think will be the Warrior Mage spells:

Magi Spell
Out Of Battle Magic
Level Requirement : 10
Sorcerous Discrimination
Casting method: !clomagatk
Defense method: none
Effect type: special

Description: This spell allows the Magi to find out who cast a spell on someone. It does not dispel the magical effects, but it will give the Magi knowledge as to whom (if the person is known to them) or what class of magic was used on the victim. (example given: Dasan the Druid has been cursed by a priestess of Kirva, Kyrenia. Dasan goes to see Mourizui the Magi to find out what happened. Mourizui discerns that Dasan has been struck down by a curse of faith.)

Mechanics: The Magi would roll close magical attack against twice the original caster's level. If the roll is successful, the Magi can tell the person afflicted what was done to them.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:25 pm

Okay, this was the first Warrior Mage spell that managed to be reworked and then given the "send it to the Development Team" tag:

Hail Of Arrows
Level required: 20
Class required: Warrior-Mage with ranger (Warrior Mage x3)
Prerequisite Spell: Harden Arrow
Casting method: ranmagatk
Defending method: ranmagdef

Description: Expanding on the spell to enchant an arrow to a new level of strength, warrior mages were able to find a way to ensorcel their arrows further. This spell allows the basic arrow to multiply in flight, turning a singular shaft into a sky of sorrows. The spell is in two stages: the first being the enchantment of the arrow, and the second stage being the notching and releasing of the slender missle towards the desired target. The spell cannot be interrupted by someone else unless they slay the warrior mage before they finish chanting.

MECHANICS: This is a two-turn spell that cuts down an entire area with its effect. Everything within a distance of fifty feet can be a target. The deadly rain of arrows extends out with a fifteen foot radius. The spell can hit targets that the archer cannot see, as long as they are within the range of effect. The spell does the regular !damage roll. This spell takes 5 stamina + the amount of slots used.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:28 pm

Second Warrior Mage spell that was reworked and rubber stamped to be sent off to the Development Team:

Hyper form
Level required: 20
Class required: Warrior-Mage
Casting method: other
Defending method: other
Spell requirements: Graceful Leap 5, Quick Foot 5

Description: This spell expands upon what was learned through both Graceful Leap and Quick Foot. The incantation would, however, do far more than make the person more elegant with their movements. At the height of a Warrior-Mage's abilities, this spell can make them a virtual juggernaut for a limited amount of time. However, there is a great cost to this: by pushing their bodies beyond their normal physical abilities, they end up using more energy than normal. There are tales of Warrior-Mages who used this to commit themselves to a final attack or defense, falling dead afterwards.

:MECHANICS: To use this spell, the Warrior-Mage needs only one turn to cast this.The Warrior-Mage expends 1+ number of slots used in Stamina when casting this spell. The spell lasts one turn for every slot used. When in use, the Warrior-Mage fuels their Intellect, their Strength, their Agility, and their Resistance with their inner strength. (That being their Stamina.) The bonus is 1% per slot, to a maximum of 15%. This bonus does stack with all other bonuses the character has. (For example, a close physical attack would be shown like this for someone with fifteen slots: !cd Str@115% Agi@115%. All rolls would be 100 + number of slots used for their percentage.)

Until the spell is broken, the Warrior-Mage is not allowed to !evade. If they do !evade before the spell ends, they break the spell and use 10 stamina automatically from the sudden shock to their system. The stamina loss happens before the !evade. If that puts them to zero or less, the Warrior-Mage would pass out right away.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:32 pm

And here is a third Warrior Mage spells that is meant to be sent off to the Development Team:

Enchanted Slash
Level required: 20
Class required: Warrior Mage
Casting method: other
Defending method: other
Class restriction: bladed weapon

Description: Warrior Mages are often called "mage slayers" because many of their targets are other wizards and spellcasters. Many of those who use sorcery to empower themselves also use it to protect themselves. This particular spell allows the Warrior Mage to place some of their magic around their weapon, making it easier for them to cut through magical defenses.

MECHANICS: The spell takes only one turn to cast upon the Warrior Mage's chosen weapon. The Warrior Mage may only cast this on one weapon at a time, and only on their own chosen tool of terror. The spell is able to last for one round for every three slots, rounded down. This gives a maximum of five rounds at fifteen slots. (Note that fourteen slots would be four rounds.) The spell costs 1+ the amount of slots in stamina. Meaning at its highest, Enchanted Slash will cost sixteen Stamina.

This spell affects the defending player's !clophydef rolls against the Warrior Mage. This spell reduces the bonus given from a magical defensive spell. This spell does not affect the modifier gained from the Defense Enchant. The reduction is one point for every slot in the Warrior Mage's spell. The reduction will not go over the defensive spell's maximum. For example, if Wilhelm the Warrior Mage casts this spell with 15 slots, Ayrmesth the Air Mage uses a defensive magic spell that only gives them 8 bonus points to defense, that +8 is now removed from their !clophydef rolls.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:42 pm

I think this is the sole Shaman spell that got a thumbs up to be sent off to the Development Team. A few more would be nice... if people got behind that class again.

Walk the Path:
Level required: 10
Class required: Shaman

Casting method: special (see Description)
Defending method: none

Description: The shaman as a way of life examine the spiritual world through eyes that are not entirely theirs. After many moons of study and living the life of a shaman, they can bodily enter the spiritual realm. However, this is not without its own risks. The spiritual realm has its own landscapes and landmarks. Mistaking something in the world of phantasms and auras for its likeness in the real world can have dire consequences.

This ritual allows a shaman to leave the physical world and journey body and soul to the spirit world. Not meant to be used in battle, the focus needed to move a physical form into the spiritual realm is impossible during combat. Once completed the shaman is able to leave the physical plane and journey to the spirit world as a means of travel over greater distance. Their feet may not leave the path until the journey is complete of they will be lost in the spirit world. They are only able to carry whatever they can physically hoist with them. This means, of course, that they cannot take another person or someone else's familiar into the spirit realm and leave them in there. Finally, there is the risk of exhaustion and injury within the spiritual world. The spirits they encounter are not always friendly... or sentient.

MECHANICS: Unlike a regular spell, Walk The Path requires a minimum of two uninterrupted turns to cast. For every level of Shaman taken, the character may travel thirty miles. The shaman must have in mind a place they have been to within the past six months. If the place has been changed drastically, the shaman will find themselves close to but not directly at said destination. (for example: a campsite is now a small farmhouse.) When arriving the shaman rolls a !r50. If the results are 49 or 50, the shaman loses 25% of their current hit points and 25% of their stamina. This reflects the arduous task of traveling through the spirit world from place to place.

The speed upon which the Shaman travels is based on their current Shaman level multiplier:

Shaman x1 = as fast as the average human, jogging (15.00 mph)
Shaman x2 = as fast as a white-tailed deer in the forest (30.00 mph)
Shaman x3 = as fast as the elk in the lowlands (45.00 mph)
Shaman x4 = as fast as the antelope in the dusted grasslands (60.00mph)
Shaman x5 = as fast as the white-throated swift in flight (100.00 mph)
Shaman x6 = as fast as the gyrfalcon in a controlled dive (130.00 mph)
Shaman x7 = as fast as the peregrin falcon in an attack dive (160 mph)

The standard cost for the spell is five stamina.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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Re: Suggestion for Submissions

Postby mozenwrathe on Tue Nov 06, 2012 1:50 pm

I was wrong! There was another spell/ ritual that was worked on that was approved:

Spirit Sphere
Out Of Battle Usage

Spiritual Rejuvenation
Class Required: Shaman
Level Required: 10
Casting method: Other
Defending method: none

Description: Those who dance with spirits have also been called on to heal the sick more often than not. Though not as skilled in the arts of restoration as a Healer, the Shaman tradition of many tribes and clans have rituals that will aid their people get better. It is not quite to the same scale as what a traditional Healer can do, but it may mean the difference between sickness and health. The ritual is an exhausting one for the Shaman, and can only be performed by one trained well. The Shaman actually improves the body's natural ability to heal by asking the spirits to lend the person their strength and will.

Mechanics: The ritual may only can be used one per day by the Shaman on an specific person. The ritual also will not work again on that individual until the next day. At least two turns are used when committing to this ritual, though the entire thing is roleplayed between the Shaman and the person they are healing. Shamans cannot use this ritual on themselves either, and would need to seek out another Shaman instead. The most hit points that can be restored by this ritual is based on the Shaman's level. (for example, if the Shaman has x3 as a multiplier, the person being treated will heal up to three points of HP.) For every point of health restored, the Shaman uses two Stamina. (so, if the person being healed regained five points of health, the Shaman would use ten points of Stamina.)

The amount of times Spiritual Rejuvenation could be used per day is also based on the Shaman levels. At Shaman x1, the Shaman may use this ritual once on any given day. When the character reaches Shaman x4, they are able to invoke Spiritual Rejuvenation twice per day. Finally, when the character achieves the pinnacle of spiritual understanding at Shaman x7, are they able to use the ritual three times on any given day.


And for any and all reading through these, by all means feel free to jump in on the regular threads and submit your own ideas, or add constructive criticism. If you think there's something that could be added to the game, mention it. It's the only way it'll show up.

And one more request: could this thread be stickied? That way it would not get lost in the shuffle, so to speak. There are at least twenty spells that I have seen randomly about that were never completed or didn't show anyone said "send these off," and to go back to them all would push this thread down at least five listings if not more.
current characters:
Prydain Mozenwrathe (Magi, smith, known to the Might Makes Right) ,
Ichilandar Shimmerstrike (dark elf, ranger, merchant) ,
Dasan (Sheykan, druid, real estate specialist)
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