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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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<blockquote data-quote="Veep" data-source="post: 6708047" data-attributes="member: 6793297"><p><span style="font-size: 18px"><span style="color: inherit">At-Will Powers</span></span></p><p></p><p>Most invokers will choose one of either <strong>Hand of Radiance</strong> or <strong>Divine Bolts</strong>. The remaining at-will choice really depends on the build, but most invokers will take <strong>Sun Strike</strong> just to have an RBA. A thunder/lightning specialist might go with <strong>Vanguard’s Lightning</strong> instead, since <strong>Divine Bolts</strong> is their RBA. A Malediction invoker or close blaster (Devoted Orator) might go with <strong>Visions of Blood</strong>. Like most controllers, they simply won't use their at-wills very often past level 7, so optimizing around at-wills is frowned upon.</p><p></p><p><strong>Domain Feat Warning</strong>: Remember that you can only apply a single domain feat to a given power. One of the most common misconceptions is that you can stack a bunch of these feats onto a single power, but this is *not* legal.</p><p> </p><p><span style="font-size: 12px"><strong>Ranged Attack Powers</strong></span></p><p> </p><p><span style="color: DarkTurquoise"><strong>Hand of Radiance</strong></span> (DP): The best invoker at-will, mainly due to hitting the most targets and exploiting radiant vulnerability. At epic, it hits twice as many targets as Divine Bolts (as well as making use of excellent radiant feat support), creating a gap that is hard for current optimization to close. With Staff Expertise, you never have to worry about standing next to monsters.</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Power of the Moon</strong></span> (DP): How good this is depends on how much of your party attacks Reflex (and whether or not your encounter powers do also), but it’s a pretty decent rider to attach to a multitarget attack, even if you’re the only one gaining the benefit.</p><p></p><p><span style="color: Black"><strong>Power of Winter</strong></span> (DP): A decent damage bonus that also opens up Lasting Frost/Wintertouched, but losing the radiant keyword means you’re changing this to a damage type that doesn’t match many of your encounter powers.</p><p>[/sblock]</p><p></p><p><span style="color: MediumBlue"><strong>Divine Bolts</strong></span> (PHB2): It is hard to consider this as powerful as Hand of Radiance. The one <span style="color: DarkTurquoise"><strong>exception</strong></span> would be if you took Power of Skill AND also had a basic attack granter granting you basic attacks. If Mark of Storm and Eagle Eye Goggles are both in your game, then Power of Skill Divine Bolts are only a little behind Hand of Radiance (moreso if HoR has Morninglord support) at heroic/paragon.</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Power of Skill</strong></span> (DP): Combined with Eagle Eye Goggles, this gives a +1/+2/+3 bonus to hit by tier. If you can get granted basic attacks from a warlord/shaman, this feat really shines. The bonus to all trained skills is nothing to scoff at either.</p><p></p><p><span style="color: MediumBlue"><strong>Power of Arcana</strong></span> (DP): An interesting option, allowing for, combined with an arcane multiclass, Arcane Admixture, White Lotus Feats, and Quickened Spellcasting. A bit feat-intensive to make use of this, though. The bonus to attack rolls is nice if you’re chain-casting this.</p><p></p><p><span style="color: MediumBlue"><strong>Power of the Sea</strong></span> (DP): Being able to either give yourself a save or debuff an enemy save is a nice ability to have. The skill bonus is fairly useless, though. This would be sky blue if you could be shut down by conditions that you could actually attack while under, but this seldom happens.</p><p></p><p><span style="color: Black"><strong>Power of Tyranny</strong></span> (DP): The save debuff alone is decent, but nothing spectacular, and the skill bonus isn’t great.</p><p></p><p><span style="color: Black"><strong>Power of Change</strong></span> (DP): Not bad, but the requirement that you alternate at-wills and encounters/dailies to take advantage of this is too annoying a restriction.</p><p>[/sblock]</p><p></p><p><span style="color: MediumBlue"><strong>Sun Strike</strong></span> (PHB2): Radiant damage, and it’s a ranged basic attack with decent damage and a slide. Nothing amazing, but usually the second choice of most invokers. Since at-wills are largely pointless for controllers, this one makes the cut by virtue of being a ranged basic attack (which might be useful with basic attack granters in the party).</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Power of the Sun</strong></span> (DP): A decent enough buff to Sun Strike, better if more than one party member can exploit radiant vulnerability. Fades at paragon if someone has gone Morninglord, though, since vulnerabilities don’t stack.</p><p></p><p><span style="color: Purple"><strong>Power of Wilderness</strong></span> (DP): Probably too situational to be of much use.</p><p></p><p><span style="color: Crimson"><strong>Power of Love</strong></span> (DP): Foregoing damage for a tiny bit of hit points is rather worthless.</p><p></p><p><span style="color: Crimson"><strong>Power of Strife</strong></span> (DP): If you had multiple targets available, you wouldn’t be using Sun Strike.</p><p>[/sblock]</p><p></p><p><span style="color: Purple"><strong>Mantle of the Infidel</strong></span> (DP): Radiant damage and a very long range make this a decent enough choice, but it’s usually just going to be worse than Sun Strike. The rider just isn’t that great, as it isn’t even a constant -2 (since they can always just attack the defender).</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: Black"><strong>Power of Torment</strong></span> (DP): Combat advantage for only one attack is decent but not great.</p><p></p><p><span style="color: Black"><strong>Power of Justice</strong></span> (DP): Will probably usually find 1 target, which makes it decent but nothing special.</p><p></p><p><span style="color: Red"><strong>Power of Civilization</strong></span> (DP): If you’re surrounded by monsters, you’re doing it wrong.</p><p>[/sblock]</p><p></p><p><span style="color: Purple"><strong>Avenging Light</strong></span> (PHB2): A subpar cousin to Sun Strike. Not terrible, but the Sun Strike slide is better than a conditional Con to damage.</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Power of Hope</strong></span> (DP): Giving an ally +1 to attack is not a bad rider to add to this power.</p><p></p><p><span style="color: MediumBlue"><strong>Power of Strength</strong></span> (DP): A fairly decent damage boost.</p><p></p><p><span style="color: Black"><strong>Power of Life</strong></span> (DP): Decent enough granting of temp hps.</p><p></p><p><span style="color: Black"><strong>Power of Vengeance</strong></span> (DP): You’d rather just do this damage directly with Power of Strength.</p><p></p><p><span style="color: Black"><strong>Power of Trickery</strong></span> (DP): A shift isn’t the greatest rider, but it could still see some use.</p><p></p><p><span style="color: Purple"><strong>Power of Fate</strong></span> (DP): A +1 to hit only against bloodied enemies and only with this power just isn’t that great. </p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Area Attack Powers</strong></span></p><p> </p><p><span style="color: Black"><strong>Visions of Blood</strong></span> (DP): Ironically, this is probably the best invoker power to use against a single creature (assuming Psychic Lock at paragon) for non-radiant builds. As for blasting multiple bad guys, it usually won’t compete with Hand of Radiance or Divine Bolts, but the psychic lock + defense debuff can prove effective if you can hit multiple targets (plus Power of Earth can add a slow).</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: MediumBlue"><strong>Power of Earth</strong></span> (DP): Adding slow is a big deal, allowing this to function both as a control power (slow some outliers), or as a focus power (debuff -1 defense/-2 attack to focus targets). Slow isn’t amazing on a close blast, though, since guess who they can most likely reach?</p><p></p><p><span style="color: MediumBlue"><strong>Power of Madness</strong></span> (DP): If you’re using Visions of Blood as a “single target” power, this is a nice one to take. The debuff, combined with psychic lock, will add up to a -3 to attack rolls, which is pretty nice. This domain is kind of difficult to use, though.</p><p></p><p><span style="color: Black"><strong>Power of War</strong></span> (DP): +1 to hit on this power is just decent, as it can’t be combined with the slow from Earth.</p><p></p><p><span style="color: Black"><strong>Power of Death</strong></span> (DP): Decent enough but only useful part of the time. </p><p></p><p><span style="color: Purple"><strong>Power of Darkness</strong></span> (DP): Concealment against only a single attack and an evil domain make this kind of meh.</p><p>[/sblock] </p><p></p><p><span style="color: Black"><strong>Vanguard’s Lightning</strong></span> (PHB2): Despite the fact this power can be buffed to a giant burst/blast (Power of Storm + Resounding Thunder + Invoked Devastation), it just remains too difficult to use without hitting allies. Even if you could go first and drop an area burst 3 VL, you’d usually be wanting to use an encounter/daily then anyway. Nonetheless, once this expands to area burst 2 at paragon, this at-will must be considered <span style="color: MediumBlue"><strong>better</strong></span>.</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: DarkTurquoise"><strong>Power of the Storm</strong></span> (DP): Nothing is better than making an area burst bigger, which this does by allowing access to Resounding Thunder at paragon. Going from 9 to 25 squares is nearly 3x the size and a huge increase in targets/damage.</p><p></p><p><span style="color: MediumBlue"><strong>Power of Luck</strong></span> (DP): Increased crit range isn’t bad, but this is available at epic anyway, and, earlier, it just isn’t as big a deal.</p><p></p><p><span style="color: Black"><strong>Power of Protection</strong></span> (DP): +1 to an ally’s defenses for a turn is a decent enough rider.</p><p></p><p><span style="color: Purple"><strong>Power of Freedom</strong></span> (DP): +2 to a single saving throw is a pretty tiny rider and too situational.</p><p>[/sblock]</p><p></p><p><span style="color: Black"><strong>Grasping Shards</strong></span> (PHB2): The major problem with this power is the lack of a damage roll. Even with World Serpent’s Grasp and proning possibilities, it probably isn’t enough to bring this power up to the level of Visions of Blood or Vanguard’s Lightning. Without World Serpent’s Grasp, it becomes a <span style="color: Purple"><strong>situational encounter power</strong></span>.</p><p></p><p><strong>Domain Feats</strong></p><p>[sblock]</p><p><span style="color: Black"><strong>Power of Knowledge</strong></span> (DP): Getting +1 to all your defenses is a decent rider.</p><p></p><p><span style="color: Purple"><strong>Power of Creation</strong></span> (DP): Only to AC and only one ally is subpar.</p><p></p><p><span style="color: Purple"><strong>Power of Destruction</strong></span> (DP): Decent damage, but this power does crap for damage.</p><p></p><p><span style="color: Purple"><strong>Power of Poison</strong></span> (DP): Same as above, plus losing radiant is even worse.</p><p></p><p><span style="color: Purple"><strong>Power of Undeath</strong></span> (DP): Same as above.</p><p>[/sblock]</p><p></p><p><span style="color: Purple"><strong>Astral Wind</strong></span> (PHH 2): This isn’t a horrible power, but it was never supported with any feats. Visions of Blood just works out to be much better. </p><p> </p></blockquote><p></p>
[QUOTE="Veep, post: 6708047, member: 6793297"] [SIZE=5][COLOR=inherit]At-Will Powers[/COLOR][/SIZE] Most invokers will choose one of either [b]Hand of Radiance[/b] or [b]Divine Bolts[/b]. The remaining at-will choice really depends on the build, but most invokers will take [b]Sun Strike[/b] just to have an RBA. A thunder/lightning specialist might go with [b]Vanguard’s Lightning[/b] instead, since [b]Divine Bolts[/b] is their RBA. A Malediction invoker or close blaster (Devoted Orator) might go with [b]Visions of Blood[/b]. Like most controllers, they simply won't use their at-wills very often past level 7, so optimizing around at-wills is frowned upon. [b]Domain Feat Warning[/b]: Remember that you can only apply a single domain feat to a given power. One of the most common misconceptions is that you can stack a bunch of these feats onto a single power, but this is *not* legal. [Size=3][b]Ranged Attack Powers[/b][/size] [COLOR=DarkTurquoise][b]Hand of Radiance[/b][/COLOR] (DP): The best invoker at-will, mainly due to hitting the most targets and exploiting radiant vulnerability. At epic, it hits twice as many targets as Divine Bolts (as well as making use of excellent radiant feat support), creating a gap that is hard for current optimization to close. With Staff Expertise, you never have to worry about standing next to monsters. [b]Domain Feats[/b] [sblock] [COLOR=MediumBlue][b]Power of the Moon[/b][/COLOR] (DP): How good this is depends on how much of your party attacks Reflex (and whether or not your encounter powers do also), but it’s a pretty decent rider to attach to a multitarget attack, even if you’re the only one gaining the benefit. [COLOR=Black][b]Power of Winter[/b][/COLOR] (DP): A decent damage bonus that also opens up Lasting Frost/Wintertouched, but losing the radiant keyword means you’re changing this to a damage type that doesn’t match many of your encounter powers. [/sblock] [COLOR=MediumBlue][b]Divine Bolts[/b][/COLOR] (PHB2): It is hard to consider this as powerful as Hand of Radiance. The one [COLOR=DarkTurquoise][b]exception[/b][/COLOR] would be if you took Power of Skill AND also had a basic attack granter granting you basic attacks. If Mark of Storm and Eagle Eye Goggles are both in your game, then Power of Skill Divine Bolts are only a little behind Hand of Radiance (moreso if HoR has Morninglord support) at heroic/paragon. [b]Domain Feats[/b] [sblock] [COLOR=DarkTurquoise][b]Power of Skill[/b][/COLOR] (DP): Combined with Eagle Eye Goggles, this gives a +1/+2/+3 bonus to hit by tier. If you can get granted basic attacks from a warlord/shaman, this feat really shines. The bonus to all trained skills is nothing to scoff at either. [COLOR=MediumBlue][b]Power of Arcana[/b][/COLOR] (DP): An interesting option, allowing for, combined with an arcane multiclass, Arcane Admixture, White Lotus Feats, and Quickened Spellcasting. A bit feat-intensive to make use of this, though. The bonus to attack rolls is nice if you’re chain-casting this. [COLOR=MediumBlue][b]Power of the Sea[/b][/COLOR] (DP): Being able to either give yourself a save or debuff an enemy save is a nice ability to have. The skill bonus is fairly useless, though. This would be sky blue if you could be shut down by conditions that you could actually attack while under, but this seldom happens. [COLOR=Black][b]Power of Tyranny[/b][/COLOR] (DP): The save debuff alone is decent, but nothing spectacular, and the skill bonus isn’t great. [COLOR=Black][b]Power of Change[/b][/COLOR] (DP): Not bad, but the requirement that you alternate at-wills and encounters/dailies to take advantage of this is too annoying a restriction. [/sblock] [COLOR=MediumBlue][b]Sun Strike[/b][/COLOR] (PHB2): Radiant damage, and it’s a ranged basic attack with decent damage and a slide. Nothing amazing, but usually the second choice of most invokers. Since at-wills are largely pointless for controllers, this one makes the cut by virtue of being a ranged basic attack (which might be useful with basic attack granters in the party). [b]Domain Feats[/b] [sblock] [COLOR=MediumBlue][b]Power of the Sun[/b][/COLOR] (DP): A decent enough buff to Sun Strike, better if more than one party member can exploit radiant vulnerability. Fades at paragon if someone has gone Morninglord, though, since vulnerabilities don’t stack. [COLOR=Purple][b]Power of Wilderness[/b][/COLOR] (DP): Probably too situational to be of much use. [COLOR=Crimson][b]Power of Love[/b][/COLOR] (DP): Foregoing damage for a tiny bit of hit points is rather worthless. [COLOR=Crimson][b]Power of Strife[/b][/COLOR] (DP): If you had multiple targets available, you wouldn’t be using Sun Strike. [/sblock] [COLOR=Purple][b]Mantle of the Infidel[/b][/COLOR] (DP): Radiant damage and a very long range make this a decent enough choice, but it’s usually just going to be worse than Sun Strike. The rider just isn’t that great, as it isn’t even a constant -2 (since they can always just attack the defender). [b]Domain Feats[/b] [sblock] [COLOR=Black][b]Power of Torment[/b][/COLOR] (DP): Combat advantage for only one attack is decent but not great. [COLOR=Black][b]Power of Justice[/b][/COLOR] (DP): Will probably usually find 1 target, which makes it decent but nothing special. [COLOR=Red][b]Power of Civilization[/b][/COLOR] (DP): If you’re surrounded by monsters, you’re doing it wrong. [/sblock] [COLOR=Purple][b]Avenging Light[/b][/COLOR] (PHB2): A subpar cousin to Sun Strike. Not terrible, but the Sun Strike slide is better than a conditional Con to damage. [b]Domain Feats[/b] [sblock] [COLOR=MediumBlue][b]Power of Hope[/b][/COLOR] (DP): Giving an ally +1 to attack is not a bad rider to add to this power. [COLOR=MediumBlue][b]Power of Strength[/b][/COLOR] (DP): A fairly decent damage boost. [COLOR=Black][b]Power of Life[/b][/COLOR] (DP): Decent enough granting of temp hps. [COLOR=Black][b]Power of Vengeance[/b][/COLOR] (DP): You’d rather just do this damage directly with Power of Strength. [COLOR=Black][b]Power of Trickery[/b][/COLOR] (DP): A shift isn’t the greatest rider, but it could still see some use. [COLOR=Purple][b]Power of Fate[/b][/COLOR] (DP): A +1 to hit only against bloodied enemies and only with this power just isn’t that great. [/sblock] [Size=3][b]Area Attack Powers[/b][/size] [COLOR=Black][b]Visions of Blood[/b][/COLOR] (DP): Ironically, this is probably the best invoker power to use against a single creature (assuming Psychic Lock at paragon) for non-radiant builds. As for blasting multiple bad guys, it usually won’t compete with Hand of Radiance or Divine Bolts, but the psychic lock + defense debuff can prove effective if you can hit multiple targets (plus Power of Earth can add a slow). [b]Domain Feats[/b] [sblock] [COLOR=MediumBlue][b]Power of Earth[/b][/COLOR] (DP): Adding slow is a big deal, allowing this to function both as a control power (slow some outliers), or as a focus power (debuff -1 defense/-2 attack to focus targets). Slow isn’t amazing on a close blast, though, since guess who they can most likely reach? [COLOR=MediumBlue][b]Power of Madness[/b][/COLOR] (DP): If you’re using Visions of Blood as a “single target” power, this is a nice one to take. The debuff, combined with psychic lock, will add up to a -3 to attack rolls, which is pretty nice. This domain is kind of difficult to use, though. [COLOR=Black][b]Power of War[/b][/COLOR] (DP): +1 to hit on this power is just decent, as it can’t be combined with the slow from Earth. [COLOR=Black][b]Power of Death[/b][/COLOR] (DP): Decent enough but only useful part of the time. [COLOR=Purple][b]Power of Darkness[/b][/COLOR] (DP): Concealment against only a single attack and an evil domain make this kind of meh. [/sblock] [COLOR=Black][b]Vanguard’s Lightning[/b][/COLOR] (PHB2): Despite the fact this power can be buffed to a giant burst/blast (Power of Storm + Resounding Thunder + Invoked Devastation), it just remains too difficult to use without hitting allies. Even if you could go first and drop an area burst 3 VL, you’d usually be wanting to use an encounter/daily then anyway. Nonetheless, once this expands to area burst 2 at paragon, this at-will must be considered [COLOR=MediumBlue][b]better[/b][/COLOR]. [b]Domain Feats[/b] [sblock] [COLOR=DarkTurquoise][b]Power of the Storm[/b][/COLOR] (DP): Nothing is better than making an area burst bigger, which this does by allowing access to Resounding Thunder at paragon. Going from 9 to 25 squares is nearly 3x the size and a huge increase in targets/damage. [COLOR=MediumBlue][b]Power of Luck[/b][/COLOR] (DP): Increased crit range isn’t bad, but this is available at epic anyway, and, earlier, it just isn’t as big a deal. [COLOR=Black][b]Power of Protection[/b][/COLOR] (DP): +1 to an ally’s defenses for a turn is a decent enough rider. [COLOR=Purple][b]Power of Freedom[/b][/COLOR] (DP): +2 to a single saving throw is a pretty tiny rider and too situational. [/sblock] [COLOR=Black][b]Grasping Shards[/b][/COLOR] (PHB2): The major problem with this power is the lack of a damage roll. Even with World Serpent’s Grasp and proning possibilities, it probably isn’t enough to bring this power up to the level of Visions of Blood or Vanguard’s Lightning. Without World Serpent’s Grasp, it becomes a [COLOR=Purple][b]situational encounter power[/b][/COLOR]. [b]Domain Feats[/b] [sblock] [COLOR=Black][b]Power of Knowledge[/b][/COLOR] (DP): Getting +1 to all your defenses is a decent rider. [COLOR=Purple][b]Power of Creation[/b][/COLOR] (DP): Only to AC and only one ally is subpar. [COLOR=Purple][b]Power of Destruction[/b][/COLOR] (DP): Decent damage, but this power does crap for damage. [COLOR=Purple][b]Power of Poison[/b][/COLOR] (DP): Same as above, plus losing radiant is even worse. [COLOR=Purple][b]Power of Undeath[/b][/COLOR] (DP): Same as above. [/sblock] [COLOR=Purple][b]Astral Wind[/b][/COLOR] (PHH 2): This isn’t a horrible power, but it was never supported with any feats. Visions of Blood just works out to be much better. [/QUOTE]
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The Art of the Covenant: A Guide to Invokers (By Cazzeo)
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