Blue Rose Arcana to DARPG spells

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Blue Rose Arcana to DARPG spells

Postby Firallon » Mon Mar 01, 2010 11:10 am

I thought I would take the time to merge the two great Green Ronin games of my lifetime. Spells marked (*) are considered blood magic and have a corresponding Health cost in addition to their mana cost. Also spells with Beast in the title are part of a new school of magic (Animism).

Using these spells in your Dragon Age campaign will create a drastically different campaign, so please use with caution.

Spell write ups will follow in later posts. Dragon Age spells have been included in the spell list (but not the write ups) for comparison purposes.

Alter Psyche*-----3 MP, 2 Health-----TN 13
Erase memories or force new ones.
Arcane Bolt-----2 MP-----TN 10
Dragon Age spell.
Battle Dance-----3-6 MP-----TN 12
+1 Speed, +1 Damage, +1 Armor until end of encounter.
Beast Link-----3 MP-----TN 11
Forge a psychic link with an animal.
Beast Messenger-----4 MP-----TN 12
Small animal will act as a messenger.
Beast Speech-----5-11 MP-----TN 13
You can communicate with animals for an hour or more.
Beast Summoning-----4-8 MP-----TN 13
Summon 1-3 animals of a certain type.
Beast Trance-----3 MP-----TN 10
Paralyzes target animal for 1d3 rounds.
Bliss-----2 MP-----TN 11
Paralyzes target for 1d3 rounds.
Body Control-----2 MP-----TN 10
You heal naturally at an improved rate for 24 hours.
Calm*-----2 MP, 1 Health-----TN 11
Forces target to be calmer and nonagressive.
Cure-----5-15 MP-----TN 12
Cures diseases, critical injuries, and relieves some curses.
Create Fire-----3 MP-----TN 12
Makes a natural fire where there is fuel to burn.
Create Mud-----4 MP-----TN 13
Target enemies become stuck in mud.
Daze-----2 MP-----TN 11
Dragon Age spell.
Dominate*-----5 MP, 4 Health-----TN 14
Complete control of target.
(This is the spell the Templars fear the most.)
Dominate Beast*-----4 MP, 3 Health-----TN 13
Complete control of a natural animal.
Drain Life-----4 MP-----TN 12
Dragon Age spell.
Drain Vitality*-----7 MP, 5 Health-----TN 12
As Drain Life spell, but affects up to 3 targets.
Earthquake-----7 MP-----TN 14
Devastating earthquake in immediate vicinity.
Enhance Other-----5 MP-----TN 12
+1 Dexterity, +1 Strength until end of encounter.
Enhance Self-----7 MP-----TN 13
+1 Constitution, +1 Strength, +1 Dexterity until end of encounter.
Enhance Senses-----5 MP-----TN 12
+1 Cunning, +1 Perception until end of encounter.
Flame of Light-----1 MP-----TN 10
Creates a small flame that sheds light for 24 hours.
Flesh Shaping*-----7 MP, 5 Health------TN 14
Permanent cosmetic changes.
Freeze Water-----3 MP-----TN 12
Freezes an area of standing water.
Gentle Beasts*-----4 MP, 3 Health-----TN 11
Forces target animals to be calmer and nonagressive.
Glyph of Paralysis-----3 MP-----TN 10
Dragon Age spell.
Harm*-----4 MP, 3 Health-----TN 12
Your brawling attacks deal an additional 1d6+Magic damage until end of encounter.
Heal-----1-3 MP-----TN 10
Dragon Age spell.
Heart Reading-----5 MP-----TN 12
+1 Communication and +2 Perception (Empathy) tests until end of encounter.
Heart Shaping*-----7 MP, 5 Health-----TN 12
Forces target to experience certain emotions.
Heroic Offense-----3 MP-----TN 11
Dragon Age spell.
Icy Touch-----3 MP-----TN 12
Inflicts 1d6 + Magic penetrating damage and may freeze target.
Illusion-----3-8 MP-----TN 12
Create and maintain an illusion of a creature or object within 50 yards.
Increase Fire-----3 MP-----TN 12
Increases the size and intensity of a fire (limited by Magic).
Light Wisp-----1 MP-----TN 10
Conjures a light wisp for 24 hours.
Lower Water-----3 MP-----TN 12
Lowers the level of water (limited by Magic).
Mana Drain-----3 MP-----TN 12
Dragon Age spell.
Manipulate Object-----4 MP-----TN 12
Use an object at distance with -1 penalty for any rolls.
Mind Blast-----3 MP-----TN 12
Dragon Age spell.
Mind Probe*-----4 MP, 3 Health-----TN 12
Searches a target's mind for specific information.
Mind Reading-----3 MP-----TN 12
Allows knowledge of surface thoughts.
Mind Touch-----2 MP-----TN 10
Creates a mental link that makes other spells easier.
Move Earth-----3 MP-----TN 12
Earth rolls gently to form new hills or valleys.
Move Object-----3 MP-----TN 11
Objects can be hurled by mental influence.
Nature Reading-----5 MP-----TN 12
+2 Cunning (Nature Lore) and +2 Perception (Tracking) until end of encounter.
Object Reading-----5 MP-----TN 12
+2 Cunning (Historical Lore) and +2 Cunning (Evaluation) until end of encounter.
Pain*-----4 MP, 3 Health-----TN 10
Inflicts tremendous pain on a target, reducing all attributes by 1.
Plant Growth-----3 MP-----TN 12
Allows a plant to grow as though well nourished for a year.
Plant Healing-----3 MP-----TN 12
Heals serious damage to plants.
Psychic Blast*-----4 MP, 3 Health-----TN 12
3d6 penetrating damage, loss of 2d6 mana, pulls killing blow.
Psychic Shield-----4 MP-----TN 14
Mind Touch spell and blood magic have difficulty affecting you for 24 hours.
Raise Water-----3 MP-----TN 12
Raises the level of water (limited by Magic).
Reduce Fire-----3 MP-----TN 12
Reduces the size and intensity of a fire (limited by Magic).
Remove Psychic Influence-----5 MP-----TN 13
Can allow the ending of dominations, possessions, or similar effects.
Rock Armor-----3-8 MP-----TN 10
Dragon Age spell.
Scrying-----4 MP-----TN 12
You can sense distant events as though physically present
Sculpt Stone-----4 MP------TN 13
You can shape stone as you wish.
Sense Arcane Signature-----3 MP-----TN 11
You can determine what type of creature has cast an existing spell.
Sense Magic-----3 MP-----TN 10
+1 Cunning (Arcane Lore) and +1 Perception for finding magic until end of encounter.
Sense Minds-----2 MP-----TN 10
You sense presence, general type, and location of intelligent beings.
Sense Mind Touch -----1 MP-----TN 10
You can tell when another tries to psychically influence you.
Sleep-----4 MP-----TN 13
Target creature falls asleep for (Magic) hours.
Shape Flow-----3 MP-----TN 12
Increase or decrease flow of water (limited by Magic).
Shock-----4 MP-----TN 13
Dragon Age spell.
Sorcerer's Grasp*-----3 MP, 2 Health-----TN 11
2d6 + Magic penetrating damage on target within 20 yards
Spell Shield-----4 MP-----TN 13
Dragon Age spell.
Spell Wisp-----3 MP-----TN 11
Dragon Age spell.
Splash-----3 MP-----TN 12
Creates a massive wave in water that stuns creatures for 1d3 rounds.
Stonefist-----3 MP-----TN 11
Dragon Age spell.
Suggestion-----5 MP-----TN 12
+2 Communication (Persuasion) until end of encounter.
Visions-----2 MP-----TN 10
Dream about a future event with various benefits.
Vulnerability Hex-----4 MP-----TN 12
Dragon Age spell.
Walking Bomb-----4 MP-----TN 13
Dragon Age spell.
Ward-----4 MP-----TN 13
-2 enemy Magic tests within (2 x Magic) yards.
Weakness-----3 MP-----TN 11
Dragon Age spell.
Wind Direction-----3 MP-----TN 12
Change wind direction (limited by Magic).
Wind Speed-----3 MP-----TN 12
Change wind speed (limited by Magic).
Winter's Grasp-----3 MP----- TN 12
Dragon Age spell.
Woodcrafting-----1 MP-----TN 10
Craft living wood into various shapes or tools.
Last edited by Firallon on Thu Mar 04, 2010 5:55 pm, edited 6 times in total.
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Postby Teodor Kalamov » Mon Mar 01, 2010 11:48 am

You must of have worked hard on this and the list is great. No doubt that I will use this list in my DARPG campaigns. And with my spell list I made, it will be great. Good work, appreciated.
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Postby Firallon » Mon Mar 01, 2010 7:26 pm

Blue Rose Arcana Spells: A-B

Alter Psyche
Magic School: Spirit (Blood)
Spell Type: Attack
Mana Cost: 3 MP
Health Cost: 2 Health
Casting Time: One minute or more.
Target Number: 13
Test: Willpower (Self Discipline) vs. Spellpower +2

You can alter the memories of a person you have forged a mental bond with (as through the mind touch spell). For each minute you spend casting this spell, you can erase a number of hours of memories equal to half your Magic attribute, or create a number of hours of memories equal to half your Magic attribute. If the target is successful at a Willpower (Self Discipline) test vs. your Spellpower +2, the target blacks out for twenty-four hours but is otherwise unaltered.

Battle Dance
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 3-6 MP
Casting Time: Minor Action
Target Number: 12

You increase your sensory awareness of combat around you. Until the end of the encounter, you gain +1 Speed, +1 armor rating, and +1 melee damage. If you spend 6 MP instead of 3, you can gain +2 Speed, +2 armor rating, and +2 melee damage, instead. You can only cast this on yourself.

Beast Link
Magic School: Animism
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 11
Test: Willpower (Self-Discipline) vs. Spellpower

You forge a psychic connection with an animal, gaining limited access to its senses and limited psychic communication. The animal is not under your control but you gain +1 to Communication (Animal Handling) and (Persuasion) when working with an animal you've forged a beast link with. You can maintain psychic connections with a total number of creatures equal to half your Magic attribute. The animal can shake off the beast link by succeeding at a Willpower (Self-Discipline) vs. Spellpower test.

Beast Messenger
Magic School: Animism
Spell Type: Utility
Mana Cost: 4 MP
Casting Time: 1 minute
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower

You encourage a small animal you encounter to go somewhere, after impressing a certain location or obvious landmark psychically. The animal will travel to that location as quickly as possible and remain a number of days equal to your Magic attribute, and it will take a message or small token. If the animal succeeds at a Willpower (Self-Discipline) vs. your Spellpower, it is not enchanted. Special: You add +1 to the casting test and the spell only costs 2 MP when casting this spell at an animal you have forged a beast link with.

Beast Reading
Magic School: Animism
Spell Type: Utility
Mana Cost: 2 MP
Casting Time: Minor Action
Target Number: 10

You can sense the mood of a single animal within 20 yards of you. The GM must describe the mood in one word.

Beast Speech
Magic School: Animism
Spell Type: Enhancement
Mana Cost: 5-11 MP
Casting Time: 5 minutes
Target Number: 13

You can telepathically communicate with all animals you encounter. The spell lasts for one hour, but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 5, beast speech remains in effect for another hour, to a maximum of 6 hours total. You can only cast this on yourself.

Beast Summoning
Magic School: Animism
Spell Type: Utility
Mana Cost: 4-8 MP
Casting Time: Major Action
Target Number: 13

You call a natural animal to your side. For each additional 2 MP spent beyond the first 4, beast summoning calls an additional natural animal. The number of animals cannot exceed half your Magic attribute. The animal(s) arrive at the start of your next turn. Summoned beasts are not under your control in any way and can choose to depart if they wish.

Beast Trance
Magic School: Animism
Spell Type: Attack
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 10
Test: Willpower (Self-Discipline) vs. Spellpower

You can force a natural animal within 20 yards into a trance, temporarily paralyzing it for 1d3 rounds. A paralyzed animal can take no actions and has a Defense of 7. If the animal succeeds at a Willpower (Self-Discipline) test. vs. Spellpower, it retains its normal Defense but can take no actions for the duration fo the spell.

Bliss
Magic School: Spirit
Spell Type: Attack
Mana Cost: 2 MP
Casting Time: Major Action
Target Number: 11
Test: Willpower (Morale) vs. Spellpower

You project blissful fealings of pleasure at a target enemy within 20 yards, temporarily paralyzing it for 1d3 rounds. A paralyzed enemy can take no actions and has a Defense of 7. If the enemy succeeds at a Willpower (Morale) test vs. Spellpower, the target enemy is unaffected. Special: You add +1 roll to the casting test and the spell only costs 1 MP when casting this spell at an enemy you have forged a mental bond with.

This is a favored spell of demons of desire.

Body Control
Magic School: Creation
Spell Type: Enhancement
Mana Cost: 2 MP
Casting Time: 1 Minute
Target Number: 10

For 24 hours, you do not suffer penalties for poor sleeping, or from cold or hot weather. Any nonmagical healing you undergo is increased by 3 points per healing attempt. You can only cast this on yourself.
Last edited by Firallon on Thu Mar 04, 2010 12:03 am, edited 3 times in total.
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Postby Firallon » Mon Mar 01, 2010 9:29 pm

Blue Rose Arcana Spells: C-D

Calm
Magic School: Creation (Blood)
Spell Type: Enhancement or Attack
Mana Cost: 2 MP
Health Cost: 1 Health
Casting Time: Major Action
Target Number: 11
Test: Willpower (Courage) vs. Spellpower +2

You project calming feelings and soothing energies at a target ally or enemy within 20 yards. The target becomes less violent and incapable of doing anything destructive until the end of the encounter. Target can defend itself and take other actions but will not attack unless it is attacked first, which breaks the spell. The target can attempt to break the spell at any time by making a Willpower (Courage) test vs. Spellpower +2. While magically calmed, a target can heal itself or take a breather even if everyone else present is fighting. Special: You add +1 to the casting test roll and the spell only costs 1 MP and 0 Health, when casting this spell at a target you have forged a mental bond with.

Cure
Magic School: Creation
Spell Type: Utility
Mana Cost: 5-15 MP
Casting Time: One minute
Target Number: 12 (See spell)

You can cure critical injuries, diseases, ailments, and some curses using magic by touch. Simple diseases can be cured with a Casting Test TN of 12, but critical injuries and curses have Casting Test TNs equal to their Cunning (Healing) TN's. For each additional 5 mana points you use for this spell beyond the first 5, to a total of 15, you can increase the casting test roll by +1.

If you aren't using any special rules for critical injuries, the cure spell affects diseases, curses, and poisons.

Create Fire
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

By touching a flammable material or other suitable fuel, such as oil, you can set it aflame.

Create Mud
Magic School: Primal
Spell Type: Attack
Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13
Test: Strength (Might) vs. Spellpower

A target area of natural earth with 4 yard radius within 50 yards is converted to thick mud until the end of the encounter. Creatures that are caught in or later walk into the mud become stuck and unable to move for a number of rounds equal to your magic attribute. A stuck creature can defend and attack normally, but cannot change their position. Any creature can spend a full round getting unstuck by succeeding at a Strength (Might) test. vs your Spellpower.

Dominate
Magic School: Entropy (Blood)
Spell Type: Attack
Mana Cost: 5 MP
Health Cost: 4 Health
Casting Time: Major Action
Target Number: 14
Test: Willpower (Self-Discipline) vs. Spellpower+2

You mentally control the actions of another creature within 20 yards until the end of the encounter. You can force the subject to perform any action you wish, within the limits of his abilities. If the creature succeeds at a Willpower (Self-Discipline) test vs. Spellpower +2, it is not affected by this spell. Special: You add +1 to the casting test roll and the spell only costs 4 MP and 3 Health, when casting this spell at a target you have forged a mental bond with.

Dominate Beast
Magic School: Animism (Blood)
Spell Type: Attack
Mana Cost: 4 MP
Health Cost: 3 Health
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower+2

You mentally control the actions of a target natural animal within 20 yards until the end of the encounter. You can force the subject to perform any action you wish, within the limits of his abilities. If the creature succeeds at a Willpower (Self-Discipline) test vs. Spellpower +2, it is not affected by this spell. Special: You add +1 to the casting test roll and the spell only costs 3 MP and 2 Health, when casting this spell at a target you have forged a beast link with.

Drain Vitality
Magic School: Entropy (Blood)
Spell Type: Attack
Mana Cost: 7 MP
Health Cost: 5 health
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower+2

You drain the life of three targets within 50 yards, so long as they are 2 yards apart from each other. Each target takes 1d6+Magic penetrating damage and is knocked prone. You are healed by the same amount. If a target makes a successful Constitution (Stamina) test vs. your Spellpower +2, the penetrating damage is only 1d6 for that target.
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Postby Firallon » Tue Mar 02, 2010 8:26 am

Blue Rose Arcana Spells: E-F

Earthquake
Magic School: Primal
Spell Type: Attack
Mana Cost: 7 MP
Casting Time: Major Action
Target Number: 14
Test: Dexterity (Acrobatics) vs. Spellpower

You create a powerful earthquake in the immediate vicinity, with an area radius equal to 4 x your magic attribute in yards. Buildings and trees will fall down, potentially injuring creatures in the area of these effects by 2d6+Magic penetrating damage unless they successfully test Dexterity (Acrobatics) vs. your Spellpower.

Enhance Other
Magic School: Creation
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

Your touch enhances an ally's physical abilities. Until the end of the encounter, the target gains +1 bonus to Strength and Dexterity.

Enhance Self
Magic School: Creation
Spell Type: Enhancement
Mana Cost: 7 MP
Casting Time: Major Action
Target Number: 13

You gain powerful physical abilities. Until the end of the encounter, you gain +1 bonus to Constitution, Strength and Dexterity. You can only cast this on yourself.

Enhance Senses
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

Your touch enhances an ally's sensory abilities. Until the end of the encounter, the target gains +1 bonus to Cunning and Perception. You can cast this on yourself.

Flame of Light
Magic School: Primal
Spell Type: Utility
Mana Cost: 1 MP
Casting Time: Major Action
Target Number: 10

Your summon a heatless flame to your hand or the tip of your staff. It provides light as a lantern for a number of hours equal to your Magic attribute.

Flesh Shaping
Magic School: Creation (Blood)
Spell Type: Utility
Mana Cost: 7 MP
Health Cost: 5 health
Casting Time: One hour.
Target Number: 14

You can mold the flesh of a helpless or willing creature. This spell changes the appearance of the creature dramatically by altering skeletal and muscular structure. The changes are mostly cosmetic but hair color, eye color, tattoos and other changes can completely change a creature's appearance so that it is no longer recognized as what (or who) it once was. Casting this spell with a TN of 16 allows you to change the gender of the target creature.

Freeze Water
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action.
Target Number: 12 or 14.

With a touch of your hand, you can freeze standing (TN 12) or flowing (TN 14) water. You can create a layer of ice 3 inches thick, in a area not to exceed a number of square yards equal to 2 times your Magic attribute. You could, for example, create a layer of ice 6 inches thick with half the area. Ice is fragile and slippery, requiring successful Dexterity (Acrobatics) checks to cross, or fall through the ice, taking 1d6 penetrating damage. The ice will melt at the normal rate.

Edit: Flesh Shaping seemed a little powerful to me, so I've changed the Target Number from 12 to 14.
Last edited by Firallon on Tue Mar 02, 2010 8:37 am, edited 1 time in total.
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Postby Maliki » Tue Mar 02, 2010 8:36 am

Nice work, I know nothing of Blue Rose and I'm not sure how well thest "fit" DA, but I like them, especialy the Blood Magic spells.
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Postby Firallon » Tue Mar 02, 2010 8:39 am

Yes, if you introduce these to your Dragon Age campaign, it will have a decidedly different feel. So if you want to try them out, I suggest only bringing a few in at a time. Perhaps making them available only to higher level mages, or as a research requirement. Maybe this is the ancient magic of the elves (or dragons) that has been lost over several ages.
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Postby Saisei » Tue Mar 02, 2010 9:54 am

That's a seriously impressive amount of work.

I can't wait until the summer when I get me some freetime again. damn you college!
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Postby Firallon » Tue Mar 02, 2010 1:48 pm

Blue Rose Arcana Spells: G-H

Gentle Beast
Magic School: Animism (Blood)
Spell Type: Attack
Mana Cost: 4 MP
Health Cost: 3 health
Casting Time: Major Action
Target Number: 11
Test: Willpower (Courage) vs. Spellpower +2

You project calming feelings and soothing energies at a target natural animal within 20 yards. The target becomes less violent and incapable of doing anything destructive until the end of the encounter. The target can defend itself and take other actions but will not attack unless it is attacked first, which breaks the spell. The target can attempt to break the spell at any time by making a Willpower (Courage) test vs. Spellpower +2. While magically calmed, a target can heal itself or take a breather even if everyone else present is fighting. Special: You add +1 to the casting test roll and the spell only costs 3 MP and 2 Health, when casting this spell at a target you have forged a beast link with.

Harm
Magic School: Entropy (Blood)
Spell Type: Enhancement
Mana Cost: 4 MP
Health Cost: 3 health
Casting Time: Major Action
Target Number: 12

Your touch becomes deadly. Until the end of the encounter your brawling attacks deal an additional 1d6+Magic damage. You can only cast this on yourself.

Heart Reading
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

You can sense the emotions of others more clearly. Until the end of the encounter you gain +1 Communication and +2 to Perception (Empathy) tests. You can only cast this on yourself.

Heart Shaping
Magic School: Spirit (Blood)
Spell Type: Attack
Mana Cost: 7 MP
Health Cost: 5 Health
Casting Time: 30 seconds
Target Number: 12
Test: Willpower (Morale) vs. Spellpower+2

You can control the emotions of a target creature within 50 yards. You can cause the creature to feel despair (-1 to all tests), fear (flee), friendship (more positive attitude), hate (more negative attitude), hope (+1 to all tests), or rage (+1 strength, +1 constitution, -1 communication, -1 perception) for one hour. A target that succeeds at a Willpower (Morale) test vs. your Spellpower +2 is not affected.
Last edited by Firallon on Thu Mar 04, 2010 12:09 am, edited 1 time in total.
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Postby Firallon » Wed Mar 03, 2010 10:45 am

Blue Rose Arcana Spells: I-J

Icy Touch
Magic School: Primal
Spell Type: Attack
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower

You target a creature within 2 yards with a sharp blast of frost and ice. The creature takes 1d6+Magic penetrating damage and is frozen in a sheath of ice for a number of rounds equal to the amount shown on the dragon die. While sheathed in ice, the creature cannot move or attack, has a Defense of 7, and takes half damage from all nonpenetrating attacks. During its turn, a frozen creature can succeed at a Constitution (Stamina) test vs. your Spellpower to free itself from the frozen casket.


Illusion
Magic School: Spirit
Spell Type: Utility
Mana Cost: 3-8 MP
Casting Time: One minute
Target Number: 12
Test: Perception (Empathy) vs. Spellpower

You create an illusion of an object or creature no larger than yourself. The illusion remains for one hour. For each additional 1MP spent beyond the first 3, the illusion remains in effect for another hour, to a maximum of 6 hours total. A creature that interacts with the illusion will believe the illusion unless it succeeds at a Perception (Empathy) test vs. your Spellpower. You must remain within 50 yards of the illusion to control its speech and movement. If an illusion is attacked or takes any damage it dissipates.

This is a favorite spell of the Demons of Pride, who create illusions of themselves to confuse their enemies.

Increase Fire
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

You can increase the intensity or size of a fire within 50 yards. The fire spreads into nearby area rapidly, expanding by a number of square yards equal to your Magic attribute. OR the fire's heat becomes far more intense, dealing an additional 2d6 damage to anything caught in it.

Some mages have learned to use this spell to help create forge fires hot enough to melt or soften metal.
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Postby Firallon » Wed Mar 03, 2010 6:38 pm

Blue Rose Arcana Spells: K-L

Light Wisp
Magic School: Spirit
Spell Type: Utility
Mana Cost: 1 MP
Casting Time: Minor Action
Target Number: 10

You conjure a small orb of light that sheds light as a candle. The orb floats over your shoulder and can be moved up to 10 yards away before it returns to your shoulder again. The light wisp remains for 24 hours before dissipating.

Lower Water
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 12

You can effectively lower the water of a pond or other contained area of water by a number of feet equal to your Magic attribute. The water is displaced to a different location of the body of water, not destroyed or evaporated. This may cause the water to swell in (a) different area(s) of the body of water.
Last edited by Firallon on Wed Mar 03, 2010 11:26 pm, edited 1 time in total.
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Postby Firallon » Wed Mar 03, 2010 11:24 pm

Blue Rose Arcana Spells: M-N

Manipulate Object
Magic School: Spirit
Spell Type: Utility
Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12

You can wield or use an object at a distance of a number of yards equal to double your Magic attribute using invisible hands of arcane energy. Any tests made with or wielding the object are made with a -1 penalty. In all other ways, you wield or use the item as though you were personally present.

Mind Probe
Magic School: Spirit (Blood)
Spell Type: Attack
Mana Cost: 4 MP
Health Cost: 3 health
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower+2

You psychically probe a target within 10 yards, seeking out specific information. Unless the target succeeds at a Willpower (Self-Discipline) test vs. your Spellpower +2, you may ask one question which must be answered truthfully. If the target does not know the answer, you are aware of that. If the information is extremely important to a 'greater cause', the target may perform an additional Willpower (Morale) test vs. your Spellpower +2 to resist the spell's effects. Special: This spell only costs 3 MP and 2 health when casting this spell at a target creature you already have forged a mental bond with.

Mind Reading
Magic School: Spirit
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower

You read the surface thoughts of a target creature within 50 yards. Unlike the mind probe spell, mind reading does not allow an invasive search for information. Only direct surface thoughts are readable, although if the target succeeds at a Willpower (Self-Discipline) test vs. your Spellpower, none of the target's thoughts are accessible. Special: This spell only costs 2 MP, and you add +1 to the casting roll when performing it on a target creature you already have forged a mental bond with.

Mind Touch
Magic School: Spirit
Spell Type: Utility
Mana Cost: 2 MP
Casting Time: Major Action
Target Number: 10
Test: Willpower (Self-Discipline) vs. Spellpower

You forge a psychic bond with a target intelligent creature, gaining limited access to its senses and limited psychic communication. The creature is not under your control but you gain +1 to Communication (Leadership) and (Persuasion) when working with a creature you have forged a mind link with. You can maintain psychic connections with a total number of creatures equal to half your Magic attribute. The creature can shake off the mind touch at any time by succeeding at a Willpower (Self-Discipline) test vs. your Spellpower.

While not inherently blood magic, the Chantry and Templars regard any spells which allow mental contact with suspicion.

Move Earth
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: One hour
Target Number: 12

You permanently change the height or depth of the ground level within a 12 yard radius area by a number of feet equal to your Magic attribute. The earth rolls slowly until the shape desired is reached.

This spell is often used to create defensive positions on the tops of hills, or to create small hills in valleys or on plains for defensive structures.

Move Object
Magic School: Spirit
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 11
Test: Constitution (Stamina) vs. Spellpower.

You can move an object with psychic power. The object can be moved a distance of a number of yards equal to double your Magic attribute. If the object is propelled into a creature it deals an amount of damage equal to 1d6 times the dragon die or half this amount if the creature succeeds at a Constitution (Stamina) test vs. your Spellpower.

Nature Reading
Magic School: Primal
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

Until the end of the encounter, you gain +2 Cunning (Natural Lore) and +2 Perception (Tracking). You can only cast this on yourself.
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Postby Jasca » Wed Mar 03, 2010 11:41 pm

Impressive. Most impressive.

This page is bookmarked. :)
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Postby Firallon » Thu Mar 04, 2010 4:11 am

Blue Rose Arcana Spells: O-P

Object Reading
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

Until the end of the encounter, you gain +2 Cunning (Historical Lore) and +2 Cunning (Evaluation) while working with a single object. You can only cast this on yourself.

Pain
Magic School: Entropy (Blood)
Spell Type: Attack
Mana Cost: 4 MP
Health Cost: 3 health
Casting Time: Major Action
Target Number: 10
Test: Constitution (Stamina) vs. Spellpower +2

You force a target creature within 20 yards to experience extreme, debilitating pain, reducing all its attributes by 1 for a number of minutes equal to your Magic attribute. Special: This spell only costs 3 MP and 2 health when casting it at a creature you have established a mental bond with. This spell can be cast multiple times on the same target, the effects stack.

Plant Growth
Magic School: Creation
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: One hour
Target Number: 12

You enhance a plant with magic so that it grows as though it had been well nourished for a year. If it is a produce plant, it generates fruits or vegetables from a number of normal harvests equal to half the dragon die.

Plant Healing
Magic School: Creation
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

This spell allows you to restore broken limbs, dead flowers, or other miscellaneous plant debris to the original plant as though they had not been lost. It otherwise heals 3d6 damage to a plant, or restores life to rotting fruits and vegetables.

Psychic Blast
Magic School: Spirit (Blood)
Spell Type: Attack
Mana Cost: 4 MP
Health Cost: 3 Health
Casting Time: Major Action
Target Number: 12
Test: Willpower (Morale) vs. Spellpower +2.

You deal a crushing blow to the psyche of a target within 10 yards, causing 3d6 penetrating damage and decreasing the target's mana reserves by 2d6. This damage can never kill the target, but will knock him unconscious. If the target succeeds at a Willpower (Morale) test vs. your Spellpower +2, he suffers no damage but is knocked unconscious for a number of rounds equal to the amount shown on the dragon die.
Special: This spell only costs 3 MP and 2 health when cast on any creature you have formed a mental bond with.

Psychic Shield
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 4 MP
Casting Time: One hour
Target Number: 14

For 24 hours, you gain +2 Willpower for the purposes of resisting magic.
You also resist against Blood magic spells as though the spellpower were not enhanced. (i.e. Spellpower instead of spellpower +2).
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Postby Firallon » Thu Mar 04, 2010 8:35 am

Blue Rose Arcana Spells: Q-R

Raise Water
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 12

You can raise the level of water of a pond or other contained area of water by a number of feet equal to your Magic attribute. The water is displaced from a different location of the body of water, not created out of thin air. This may cause the water to diminish in (a) different area(s) of the body of water.

Reduce Fire
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

You can decrease the intensity or size of a fire within 50 yards. The fire dies down significantly, diminishing in size by a number of square yards equal to your Magic attribute. OR the fire's heat becomes far less intense, only dealing half normal damage to anything caught in it.

Remove Psychic Influence
Magic School: Spirit
Spell Type: Utility
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 13 (See spell)

This spell will attempt to end a dominate or dominate beast spell, allowing a victim within 50 yards to make an additional test to resist the effects of the spell. If used in the Fade it can force a shapechanging possessing demon to reveal its true form if cast with a casting TN equal to 10+demon's Magic attribute, and temporarily frees the possessed. The only way to completely remove a possessing demon is by killing the demon in the Fade or killing the possessed.
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Postby Firallon » Thu Mar 04, 2010 12:05 pm

Blue Rose Arcana Spells: S-T

Scrying
Magic School: Spirit
Spell Type: Utility
Mana Cost: 4 MP
Casting Time: One minute
Target Number: 12

You can astrally project your sensory awareness a great distance, up to a number of miles equal to triple your Magic attribute. You can hear and see as if physically present at that location. This spell is physically draining and you can only astrally project for a number of minutes equal to 10 plus Constitution.

Sculpt Stone
Magic School: Primal
Spell Type: Utility
Mana Cost: 4 MP
Casting Time: One hour
Target Number: 13

You can shape an amount of cubic yards of stone equal to your Magic attribute into any shape that can maintain itself.

Sense Arcane Signature
Magic School: Spirit
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: One or more minutes
Target Number: 11

If you encounter a spell, magic item, or other effect, you can delve into the magic using a highly tuned sense of arcane awareness, gaining psychic visions of the caster or creator. For each minute you focus on this awareness, you gain increased awareness of the creator: race, name, and any other special powers the creator has.

Sense Magic
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 10

Until the end of the encounter, you gain +1 Cunning (Arcane Lore) and +1 Perception for the purposes of finding magic items, effects, or existing enchantments.

Sense Minds
Magic School: Spirit
Spell Type: Utility
Mana Cost: 2 MP
Casting Time: One or more minutes
Target Number: 10

As you are casting this spell, you gain an arcane sense of intelligent creatures within a number of yards equal to 100 times your Magic attribute. For each minute you spend casting this spell, you gain further information about these intelligent creatures: presence, general direction, and race.

Sense Mind Touch
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 1 MP
Casting Time: Major Action
Target Number: 10

For a number of hours equal to your Magic attribute, you can sense mental bonds within 30 yards and can detect attempts to provoke or enhance your psyche. While this spell is in effect you can sense immediately when someone attempts to use mind touch or other psychic or emotional influence on yourself or an ally within 30 yards.

Sleep
Magic School: Entropy
Spell Type: Attack or Utility
Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower

A target creature within 10 yards falls asleep for a number of hours equal to your Magic attribute. The creature can resist this by successfully testing Constitution (Stamina) vs. your Spellpower. While asleep, the creature gains all the benefits of a full rest.

Shape Flow
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12 (see Spell)

You can double or half the rate at which water is flowing for a number of hours equal to your Magic attribute. If you cast this spell with a target number of 14, the water stops flowing alltogether (becoming standing water). If you cast this spell with a target number of 16 you can reverse the flow of water at half the rate of its original flow.

Sorcerer's Grasp
Magic School: Spirit (Blood)
Spell Type: Attack
Mana Cost: 3 MP
Health Cost: 2 Health
Casting Time: Major Action
Target Number: 11
Test: Constitution (Stamina) vs. Spellpower +2

Using the dark power of rituals best left forgotten, you can flay a target with spiritual energies. A target creature within 24 yards suffers 2d6+Magic penetrating damage and can be moved 2 yards in the direction you choose. If the creature succeeds at a Constitution (Stamina) test vs your Spellpower +2, it only suffers 2d6 penetrating damage and cannot be moved.

Splash
Magic School: Primal
Spell Type: Attack
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: Constitution (Swimming) vs. Spellpower.

This spell can only be cast at targets in the water. All creatures within a 6 yard radius of a central point are stunned by a massive wave of water, paralyzing them for 1d3 rounds. A paralyzed creature cannot move or attack and has a Defense of 7. A creature can attempt to dive under the wave with a successful Constitution (Swimming) test vs your Spellpower to avoid the effects of the spell.

Suggestion
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12

Until the end of the encounter, you gain either +2 Communication (Persuasion) or +2 Communication (Seduction). You can only cast this on yourself.
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Postby Firallon » Thu Mar 04, 2010 5:54 pm

Blue Rose Arcana Spells: U-V-W-X-Y-Z

Visions
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 2 MP
Casting Time: One hour
Target Number: 10

After an hour of special preparations, you can slip into a deep slumber and have dreams about a future event. Roll 1d6 on the following table, or allow the DM to choose a benefit or similar boon of equivalent power:
1-You gain +2 Initiative for a combat encounter.
2-You gain +2 Defense for a combat encounter.
3-You can make a single test with a +2 bonus.
4-You have foreknowledge of a certain disaster, which the DM informs you of just before you encounter it.
5-You have foreknowledge of a certain person or character, which the DM informs you of just before you encounter him.
6-You have foreknowledge of an uncertain event, and the DM can inform you of the major possibilities of ways the event can unfold.
Use of this spell is very physically demanding. Once you have cast this spell, you cannot cast it again until a week has passed.

Ward
Magic School: Creation
Spell Type: Enhancement
Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13

For 3 + Magic rounds, you are surrounded by a shield of magic energy that prevents spells from being cast nearby. Any creatures that cast magic within a number of yards equal to twice your magic modifier, suffer a -2 penalty to any necessary Magic tests. This applies to both enemy and friendly magic.

Wind Direction
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

You can change the direction the wind is blowing from, affecting all air patterns within 100 yards for one hour. The wind's speed and force do not change.

Wind Speed
Magic School: Primal
Spell Type: Utility
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12

You can change wind speed, affecting all air patterns within 100 yards by doubling or halving its speed for one hour. The wind's direction does not change.

Woodcrafting
Magic School: Creation
Spell Type: Utility
Mana Cost: 1 MP
Casting Time: Major Action
Target Number: 10

You can craft living wood into various shapes or into tools or weapons. Each time you cast this spell, you can shape a tree or other living plant into any sustainable shape of the same size, or you can create products equal in value to the dragon roll times ten in silver pieces.
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Postby Firallon » Thu Mar 04, 2010 5:56 pm

Corrections, comments, compliments, concerns, and complaints are now being accepted.
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Postby jaysin1414 » Thu Mar 04, 2010 7:39 pm

Firallon wrote:Corrections, comments, compliments, concerns, and complaints are now being accepted.


Corrections: None
Comment: Thanks for putting this together!
Compliment: One helluva job you've done
Concerns: That you're not going to know what to do with yourself now that this is done
Complaint: What? No gazetteers for the various towns around Ferelden? Slacker (said jokingly).

Seriously....great job!
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Postby Firallon » Thu Mar 04, 2010 8:26 pm

Now I remember what I forgot to do.

New Magic Focus
Animism: Understanding the secrets of the Animism school of magic.

New Talent
Animism Magic
Classes: Mage
Requirement: You must have the Magic (Animism) focus.

You have delved into the secrets of Animism magic, or the magic that influences the animal world.

Novice: You have a small animal companion that you share a strong emotional bond with. While this animal companion is within 2 yards of you, your Spellpower is +1. You can empathically communicate with the companion up to a distance of one mile. If your small animal companion ever dies you will not be able to attain a new one until you advance in level.

Journeyman:: Your knowledge of Animism magic is deep. When you cast an Animism spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Animism spell.
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Postby Maliki » Fri Mar 05, 2010 1:22 am

Thanks again very nice work.

While I won't be throwing all of these into my campaign, some will make it as lost spells for mages to stumble across, others as elven magics and the blood magic spells seem about dead on to what I think blood magic should look like.
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Postby Firallon » Tue Mar 09, 2010 12:41 am

The Blue Rose Arcana from the Blue Rose Companion

Grant Knowledge-----4 MP-----TN 14
Grants a focus you have to another character until the end of the encounter.
Hide Memory-----4 MP-----TN 13
You can hide memories so you do not remember them.
Insight-----2 MP-----TN 10
Grants additional knowledge for difficult encounters.
Erase Presence*-----4 MP, 3 Health-----TN 13
You become invisible to all enemies for a number of minutes.
Dream-----5-15 MP-----TN 15
You astrally project to the Fade for a limited amount of time.
Shadow Shroud-----3-5 MP-----TN 12
You create an area of shadows that obscures vision.
Cloak of Shadows-----3 MP----TN 14
You are surrounded by shadows for a time.
Shadow Illusion-----2 MP-----TN 10
You create a false shadow.
Startling Revelation-----4 MP-----TN 13
You can intimidate a target by showing him unpleasant images from his life.
Suffocate-----5 MP-----TN 15
Target fall unconscious and begins dying.
Extended Touch-----3 MP-----TN 11
You extend your sense of touch a number of yards equal to Magic attribute.
Truth Vision-----4 MP-----TN 14
You can see through most illusions and falsehoods.
Wayfinding-----5 MP-----TN 12
+2 Perception (Tracking), +2 Cunning (Navigation) until end of encounter.

Spell write-ups to follow.
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Postby Firallon » Tue Mar 09, 2010 1:39 am

Blue Rose Arcana Companion Spells: A-F

Cloak of Shadows
Magic School: Entropy
Spell Type: Enhancement
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 14

You surround yourself with a magical area of shadows that follows you wherever you go for a number of minutes equal to your Magic attribute plus the amount shown on the dragon die. While the spell is active, you gain +2 to Dexterity (Stealth) tests.

Dream
Magic School: Spirit
Spell Type: Utility
Mana Cost: 5-15 MP
Casting Time: One hour.
Target Number: 15

After spending an hour preparing this spell, you slip into a deep sleep and astrally project to the Fade. This spell only lasts for one hour, but expending additional spell points can extend the duration. For each additional 5 MP expended beyond the first 5, you may either remain within the Fade for another hour or bring a companion with you. While within the Fade, you can access spells and knowledge with ease, but your physical belongings remain behind.

Erase Presence
Magic School: Entropy (Blood)
Spell Type: Enhancement
Mana Cost: 4 MP
Health Cost: 3 Health
Casting Time: Major Action
Target Number: 13
Test: Willpower (Faith) vs. Spellpower +2

You implant a strong suggestion in all approaching enemies (within 50 yards) which prevents them from seeing you or acknowledging your presence in any way for a number of minutes equal to your Magic attribute. If they see some other evidence of your presence, they may attempt to succeed at a Willpower (Faith) test vs your Spellpower +2 to ignore the effects of the spell.

Extended Touch
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 11

For a number of rounds equal to your Magic attribute plus the amount shown on the dragon die, you can physically feel things at a distance of a number of yards equal to your Magic attribute.
Last edited by Firallon on Tue Mar 09, 2010 9:48 am, edited 1 time in total.
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Postby Firallon » Tue Mar 09, 2010 9:45 am

Blue Rose Arcana Companion Spells: G-L

Grant Knowledge
Magic School: Spirit
Spell Type: Enhancement
Mana Cost: 4 MP
Casting Time: One Minute
Target Number: 14

You can touch an ally to grant him use of one of your ability focuses until the end of the encounter. If the ally already has the ability focus, he gains +1 to that ability use instead.

Hide Memory
Magic School: Spirit
Spell Type: Utility
Mana Cost: 4 MP
Casting Time: One minute or more.
Target Number: 13
Test: Willpower (Self Discipline) vs. Spellpower

For every minute you spend casting this spell, you can hide an hour of memories so that you do not have direct access to them. This prevents the information from being pried from you by torture or most blood magic spells. The spell Alter Psyche is the only blood magic spell that can rediscover the memories, but only if you fail to succeed at a Willpower (Self Discipline) test vs the caster's Spellpower. You can allow the memories to return at any time by using a triggering word or event which you set when you cast the spell.

Insight
Magic School: Spirit
Spell Type: Utility
Mana Cost: 2 MP
Casting Time: Major Action
Target Number: 10

You can look into a magical font of Lyreum and ask a single question. The Lyreum will shape into images that offers some insight about the answers to the question.
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Postby Jasca » Tue Mar 09, 2010 9:53 am

I get great ideas just from these spells. Perhaps they aren't all very Dragon Age -typey, but nevertheless I'm so inspired!

So, again, excellent work!
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