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<blockquote data-quote="Sepulchrave II" data-source="post: 3133407" data-attributes="member: 4303"><p><span style="font-size: 9px"><strong>[Blast]</strong> </span></p><p><span style="font-size: 9px">Evocation [Acid, Cold, Electricity or Fire]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Root Spell:</strong> Delayed blast fireball, lightning bolt</span></p><p><span style="font-size: 9px"><strong>Spellcraft Prerequisite:</strong> 24</span></p><p><span style="font-size: 9px"><strong>Preferred Mitigation:</strong> Backlash </span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S </span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action </span></p><p><span style="font-size: 9px"><strong>Range:</strong> 1200 ft. </span></p><p><span style="font-size: 9px"><strong>Area or Effect:</strong> A 120 ft. line, or a 20-ft. radius spread</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous </span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This seed uses whichever one of four basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The default values for energy type and area may be set during spell development, but can be changed at the moment of spellcasting any of the four basic energy types.</span></p><p><span style="font-size: 9px"><em>Factor:</em> If you have eliminated this element of flexibility, reduce the Spellcraft Prerequisite by 4. This is a mitigating factor.</span></p><p><span style="font-size: 9px"><em>Factors:</em> The caster may choose to develop a spell which defaults to another type of damaging energy. The options and the associated costs are as follows:</span></p><p><span style="font-size: 9px"> • Sonic energy (+4 SP). The spell receives the [sonic] descriptor.</span></p><p><span style="font-size: 9px"> • Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2.</span></p><p><span style="font-size: 9px"> • Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1.</span></p><p><span style="font-size: 9px"> • Aligned damage (+8 SP). The spell gains an alignment descriptor that matches one component of the caster's alignment (good, evil, chaotic, lawful). If two descriptors are possible, the caster may choose; true neutral casters may not choose this option. Creatures of an opposed alignment have a -2 penalty to their saving throws. The damage is retains its energy type but is considered divine and is thus not subject to energy resistance or immunity; vulnerable creatures will still get extra damage, however.</span></p><p><span style="font-size: 9px"> • Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A spell developed using the [energy] seed releases a bolt or spread which deals 25d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a fireball. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Factor:</em> Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details.</span></p><p><span style="font-size: 9px"><em>Factor:</em> To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>[Destroy]</strong> </span></p><p><span style="font-size: 9px">Transmutation </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Root Spell:</strong> Disintegrate</span></p><p><span style="font-size: 9px"><strong>Spellcraft Prerequisite:</strong> 24</span></p><p><span style="font-size: 9px"><strong>Preferred Mitigation:</strong> Backlash </span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S </span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action </span></p><p><span style="font-size: 9px"><strong>Range:</strong> 1200 ft. </span></p><p><span style="font-size: 9px"><strong>Effect:</strong> Ray </span></p><p><span style="font-size: 9px"><strong>Duration</strong>: Instantaneous </span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Fortitude partial </span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead takes 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell: such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect.</span></p><p><span style="font-size: 9px"><em>Factor:</em> For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1. </span></p><p><span style="font-size: 9px"><em>Special:</em> A prismatic wall, prismatic sphere, an antimagic shell, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. A spell which excludes these effects as possible targets gains a -4 mitigating factor to the Spellcraft Prerequisite.</span></p><p></p><p>*</p><p></p><p></p><p>So these are the two versions of the seeds I thought it might be good to fiddle with. A very marginally modified Cheiromancer [blast] (wording only tweaked), excluding the death magic/skew and exponential provisions; and a fairly basic iteration of [destroy]. </p><p></p><p>I'm going to posit two spells: <em>fiery destruction</em> and <em>destroying fire</em>. The first spell, <em>fiery destruction</em> uses [destroy] as the base seed and [blast] (the [fire] effect) as a secondary seed. <em>Destroying fire</em> reverses the seeds' roles. I'm not suggesting that this is in any way an exercise in <em>efficiency</em>, btw. I can't think of any particular reason why it would be desirable to develop either of these spells. I'm more interested in looking at how the various parameters within the seeds' descriptions interact, and how best to develop rules to deal with inconsistent parameters within the seeds. I'm also interested in notation: what is the best way to lay out the relevant information?</p><p></p><p></p><p>***</p><p></p><p></p><p><strong>FIERY DESTRUCTION</strong></p><p>Transmutation [Fire][Epic][1]</p><p></p><p><strong>Spellcraft Prerequisite:</strong> 36 (USP 48) [2]</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 1200 ft.</p><p><strong>Area:</strong> 20-ft. radius burst [3]</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude partial [4]</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.</em></p><p></p><p><em>Fiery destruction</em> erupts in a 20-ft radius burst which you designate within range. Creatures caught within the blast suffer 40d6 of pure destructive damage and 25d6 of fire damage; a successful Fortitude saving throw reduces the typeless damage to 5d6 and negates the fire damage [5]. A creature reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if <em>disintegrated</em>. You suffer 8 points of backlash when you cast this spell.</p><p></p><p><strong>Development</strong></p><p>48 days; 48,000gp; 1920xp</p><p></p><p><em>Seeds:</em> [Destroy] (B) (+24SP), [blast] (S) (+12SP).</p><p><em>Factors:</em> Change spell to an area effect (+12 SP). </p><p><em>Mitigating Factors:</em> Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP).</p><p></p><p></p><p>***</p><p></p><p></p><p><strong>DESTROYING FIRE</strong></p><p>Evocation [Fire][Epic]</p><p></p><p><strong>Spellcraft Prerequisite:</strong> 36 (USP 48) </p><p><strong>Components:</strong> V, S, Backlash</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 1200 ft.</p><p><strong>Area:</strong> 20-ft. radius spread [6]</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.</em></p><p></p><p><em>Destroying fire</em> erupts in a 20-ft radius spread which you designate within range. Creatures caught within the blast suffer 25d6 of fire damage and 40d6 of pure destructive damage; a successful Reflex saving throw reduces fire damage by half and negates the destructive damage. A creature which fails its Saving Throw and is reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if <em>disintegrated</em> [7]. You suffer 8 points of backlash when you cast this spell.</p><p></p><p><strong>Development</strong></p><p>48 days; 48,000gp; 1920xp</p><p></p><p><em>Seeds:</em> [Blast] (B)(+24SP), [destroy] (S)(+12 SP).</p><p><em>Factors:</em> Change spell to an area effect (+12 SP). </p><p><em>Mitigating Factors:</em> Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP).</p><p></p><p></p><p>***</p><p></p><p></p><p>Notes for semi-arbitrary rules (in italic), and questions:</p><p></p><p><em>[1] The base seed always determines the school. If another seed has a descriptor, it lends it to the spell.</em> Should we include the tag [Epic], or is this superfluous?</p><p><em>[2]</em> Notation? Should USP be on a separate line?</p><p><em>[3] The seed with the lowest parameter in the hierarchy (area -> target/ray -> personal) determines the parameter of the spell.</em> There has to be a better way of phrasing that. I've assumed that to change a ray to an area is a +12 adjustment. </p><p><em>[4] In cases where the seeds both require saving throws but have different requirements, the saving throw of the base seed prevails.</em></p><p><em>[5] If [blast] combines with a base seed which has a Saving Throw entry of [partial] or [negates], damage from [blast] is negated on a successful save.</em> If this is accepted, it should be included in the notes on [blast] under "Conditions"</p><p><em>[6] A spell with [blast] as its base seed may designate a spread as its area in addition to other types of area.</em> This should also be added to [blast], if acceptable.</p><p><em>[7] If [destroy] combines with a base seed which has a Saving Throw entry of [half] or [negates], damage from [destroy] is negated on a successful save. Creatures who take no damage from the [destroy] seed are not subject to disintegration.</em> Should be added to [destroy], barring objections.</p><p></p><p></p><p>Of which, I suspect, there will be many.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3133407, member: 4303"] [SIZE=1][B][Blast][/B] Evocation [Acid, Cold, Electricity or Fire] [B]Root Spell:[/B] Delayed blast fireball, lightning bolt [B]Spellcraft Prerequisite:[/B] 24 [B]Preferred Mitigation:[/B] Backlash [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area or Effect:[/B] A 120 ft. line, or a 20-ft. radius spread [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes This seed uses whichever one of four basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The default values for energy type and area may be set during spell development, but can be changed at the moment of spellcasting any of the four basic energy types. [I]Factor:[/I] If you have eliminated this element of flexibility, reduce the Spellcraft Prerequisite by 4. This is a mitigating factor. [I]Factors:[/I] The caster may choose to develop a spell which defaults to another type of damaging energy. The options and the associated costs are as follows: • Sonic energy (+4 SP). The spell receives the [sonic] descriptor. • Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2. • Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1. • Aligned damage (+8 SP). The spell gains an alignment descriptor that matches one component of the caster's alignment (good, evil, chaotic, lawful). If two descriptors are possible, the caster may choose; true neutral casters may not choose this option. Creatures of an opposed alignment have a -2 penalty to their saving throws. The damage is retains its energy type but is considered divine and is thus not subject to energy resistance or immunity; vulnerable creatures will still get extra damage, however. • Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity. A spell developed using the [energy] seed releases a bolt or spread which deals 25d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a fireball. [I]Factor:[/I] Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details. [I]Factor:[/I] To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks. [B][Destroy][/B] Transmutation [B]Root Spell:[/B] Disintegrate [B]Spellcraft Prerequisite:[/B] 24 [B]Preferred Mitigation:[/B] Backlash [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Effect:[/B] Ray [B]Duration[/B]: Instantaneous [B]Saving Throw:[/B] Fortitude partial [B]Spell Resistance:[/B] Yes A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead takes 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell: such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect. [I]Factor:[/I] For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1. [I]Special:[/I] A prismatic wall, prismatic sphere, an antimagic shell, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. A spell which excludes these effects as possible targets gains a -4 mitigating factor to the Spellcraft Prerequisite.[/SIZE] * So these are the two versions of the seeds I thought it might be good to fiddle with. A very marginally modified Cheiromancer [blast] (wording only tweaked), excluding the death magic/skew and exponential provisions; and a fairly basic iteration of [destroy]. I'm going to posit two spells: [I]fiery destruction[/I] and [I]destroying fire[/I]. The first spell, [I]fiery destruction[/I] uses [destroy] as the base seed and [blast] (the [fire] effect) as a secondary seed. [I]Destroying fire[/I] reverses the seeds' roles. I'm not suggesting that this is in any way an exercise in [I]efficiency[/I], btw. I can't think of any particular reason why it would be desirable to develop either of these spells. I'm more interested in looking at how the various parameters within the seeds' descriptions interact, and how best to develop rules to deal with inconsistent parameters within the seeds. I'm also interested in notation: what is the best way to lay out the relevant information? *** [B]FIERY DESTRUCTION[/B] Transmutation [Fire][Epic][1] [B]Spellcraft Prerequisite:[/B] 36 (USP 48) [2] [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area:[/B] 20-ft. radius burst [3] [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude partial [4] [B]Spell Resistance:[/B] Yes [I]A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.[/I] [I]Fiery destruction[/I] erupts in a 20-ft radius burst which you designate within range. Creatures caught within the blast suffer 40d6 of pure destructive damage and 25d6 of fire damage; a successful Fortitude saving throw reduces the typeless damage to 5d6 and negates the fire damage [5]. A creature reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if [I]disintegrated[/I]. You suffer 8 points of backlash when you cast this spell. [B]Development[/B] 48 days; 48,000gp; 1920xp [I]Seeds:[/I] [Destroy] (B) (+24SP), [blast] (S) (+12SP). [I]Factors:[/I] Change spell to an area effect (+12 SP). [I]Mitigating Factors:[/I] Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP). *** [B]DESTROYING FIRE[/B] Evocation [Fire][Epic] [B]Spellcraft Prerequisite:[/B] 36 (USP 48) [B]Components:[/B] V, S, Backlash [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area:[/B] 20-ft. radius spread [6] [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes [I]A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.[/I] [I]Destroying fire[/I] erupts in a 20-ft radius spread which you designate within range. Creatures caught within the blast suffer 25d6 of fire damage and 40d6 of pure destructive damage; a successful Reflex saving throw reduces fire damage by half and negates the destructive damage. A creature which fails its Saving Throw and is reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if [I]disintegrated[/I] [7]. You suffer 8 points of backlash when you cast this spell. [B]Development[/B] 48 days; 48,000gp; 1920xp [I]Seeds:[/I] [Blast] (B)(+24SP), [destroy] (S)(+12 SP). [I]Factors:[/I] Change spell to an area effect (+12 SP). [I]Mitigating Factors:[/I] Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP). *** Notes for semi-arbitrary rules (in italic), and questions: [I][1] The base seed always determines the school. If another seed has a descriptor, it lends it to the spell.[/I] Should we include the tag [Epic], or is this superfluous? [I][2][/I] Notation? Should USP be on a separate line? [I][3] The seed with the lowest parameter in the hierarchy (area -> target/ray -> personal) determines the parameter of the spell.[/I] There has to be a better way of phrasing that. I've assumed that to change a ray to an area is a +12 adjustment. [I][4] In cases where the seeds both require saving throws but have different requirements, the saving throw of the base seed prevails.[/I] [I][5] If [blast] combines with a base seed which has a Saving Throw entry of [partial] or [negates], damage from [blast] is negated on a successful save.[/I] If this is accepted, it should be included in the notes on [blast] under "Conditions" [I][6] A spell with [blast] as its base seed may designate a spread as its area in addition to other types of area.[/I] This should also be added to [blast], if acceptable. [I][7] If [destroy] combines with a base seed which has a Saving Throw entry of [half] or [negates], damage from [destroy] is negated on a successful save. Creatures who take no damage from the [destroy] seed are not subject to disintegration.[/I] Should be added to [destroy], barring objections. Of which, I suspect, there will be many. [/QUOTE]
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