Skills
 
 
 
 

Haste

Mage:106    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:Random, Affected by LevelType:Protection
School:TranslocationSave:None  

This powerful tool of mage avatars causes every action the spell-caster takes, with the sole exception of further spell-casting, to be sped up by a factor of 25%. Furthermore, it grants the caster an extra attack. The increased celerity comes at a price, however; the increase in metabolism doubles all movement point costs and the rate at which the caster grows more hungry and thirsty, and other spell effects fade at an even greater rate.

Harm

Antipaladin:60Arbiter:80Cleric:45
Druid:57Inquisitor:80Monk:60
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TouchDuration:PermanentType:Divine
School:NecromancySave:HalfDamage:333

You reach out and touch your victim, sending him reeling in pain with your contact.

Heal Major

Cleric:70    
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:PermanentType:Healing
School:HealingSave:None  

This spell will restore 300 hit points to a wounded individual, at the cost of one fifth that many movement points. This is a good-aligned spell when cast on others.

Heal Minor

Arbiter:80Cleric:45Druid:70
Monk:77Paladin:80  
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:PermanentType:Healing
School:HealingSave:None  

This spell will restore 100 hit points to a wounded individual, at the cost of one fifth that many movement points. This is a good-aligned spell when cast on others.

Hellfire

Druid:90Mage:85  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Fire
School:PyromancySave:HalfDamage:(Level-55)d30

This spell summons up a stream of hellfire which arcs out from the caster's fingertips toward the caster's intended victim.

Heroes Feast

Arbiter:60Cleric:32Druid:20
Inquisitor:60Mage:40Paladin:60
Ranger:45Shadowmage:45  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:GroupDuration:InstantaneousType:Healing
School:Gestalt; Geomancy; Nature's BlessingsSave:None  

This spell will let you and any players grouped with you and in the room at the time of casting partake in a magical feast, completely sating their hunger and slaking their thirst.

Holy Word

Cleric:75Paladin:40  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:4 RoundsType:Divine
School:Divine MagicsSave:Negates  

This powerful spell causes a wave of holy force to spring from the caster, stunning into submission those evil creatures who hear it and are weak of heart. This is a good-aligned spell.

Hurricane

Druid:99Mage:90  
      
Aggressive:YesWhen:During a StormWhere:Outside
Range:AreaDuration:InstantaneousType:Wind
School:AeromancySave:HalfDamage:(Level-55)d25

This spell causes the surrounding air to instantly spin itself into a miniature hurricane, thrashing your foes with gusts of wind and blown debris. Airborne targets are especially susceptible, and take additional damage—up to 50% extra.

Identify

Shadowmage:55    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This spell reveals detailed information about the item, or basic information about the character, upon which it is cast.

Implode

Antipaladin:50Druid:50Mage:45
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Blunt
School:Geomancy; TranslocationSave:HalfDamage:(Level-20)d11; max of 60d11

This dreadful spell causes the target to fold into itself, doing massive organ and structural damage.

Imprisonment

Inquisitor:99Mage:99Shadowmage:99
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TouchDuration:7 Days; 7 Hours for PCsType:Movement
School:TranslocationSave:Negates, at -10  

This spell will banish your foe to an extra-dimensional prison. Your foe will be unable to harm you any longer. This spell requires you successfully touch your opponent. There is a small chance that the spell may backfire, freeing some of those banished.

Inferno

Mage:90    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Fire
School:PyromancySave:HalfDamage:(Level-50)d30

You turn up the heat in the immediate vicinity of your enemies, causing them to be severely charred and their equipment to become molten slag.

Infravision

Antipaladin:20Druid:20Mage:7
Ranger:30Shadowmage:5  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:4 Hours per LevelType:Information
School:Divination; Pyromancy; TranslocationSave:None  

Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.

Inspiration

Cleric:21Druid:23Monk:34
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:2 Hours per LevelType:Protection
School:CompulsionSave:None  

The wisdom to understand life experiences can be granted with this enchantment, enhancing the recipient's ability to understand the lessons offered by the world around him, and greatly aiding him in gaining enlightenment. Favored by monks and priests alike, this spell can help them achieve spiritual nirvana.

The target of this spell will gain a significant boost to his wisdom attribute. Only one of Strength, Genius, Inspiration, Agility, and Endurance can be in effect at once; if another is cast, it has no effect.

Invisibility

Antipaladin:30Druid:25Mage:8
Monk:28Ranger:50Shadowmage:3
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:24 HoursType:Protection
School:Brilliance; CompulsionSave:None  

This spell makes the target invisible until he takes his next aggressive action, such as backstabbing, attacking, or casting a harmful spell upon a target.

Invoke Creature

Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:NoneDuration:48 HoursType:Summoning
School:NoneSave:None  

This spell, found only on items such as wands and staves, summons a specific type of creature—which type depends on the item—and binds it to your will for forty-eight hours.

Ironguard

Arbiter:110Cleric:109Druid:109
Inquisitor:110Monk:110Paladin:110
Ranger:110    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 5 LevelsType:Protection
School:Abjuration; GeomancySave:None  

The most potent protective spell known, Ironguard, available to the most powerful of cleric, paladin, arbiter, inquisitor, ranger, druid, and monk avatars, temporarily converts the outer layer of your skin to a solid metallic substance, granting it the ability to deflect mighty blows. Blunt weapons are particularly ineffective against someone protected by this magic. Though its duration is very short, it provides tremendous physical protection for its caster while it lasts.

Judgement Day

Cleric:99Druid:107  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Divine
School:Divine MagicsSave:Half, at -2Damage:Lots and lots; alignment-based

This powerful spell calls down the wrath of god upon everything in the room in which you stand. The deity's level of response is based upon the standing of both the priest and his targets in His eyes. There is a slight leeway for those close in alignment to the priest to avoid the effects entirely.

This spell is dangerous. Group members are not protected from its effects. On the Surface, the spell will fail with no effect if innocents are present; in the Underdark, however, friend and foe alike will be struck down.

Knock

Antipaladin:20Druid:30Mage:10
Ranger:40Shadowmage:12  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:Door/ObjectDuration:InstantaneousType:Movement
School:TranslocationSave:None  

This spell can be used to unlock certain doors and containers that are locked. Not all locks can be opened with use of this spell.

Know Alignment

Antipaladin:25Arbiter:10Cleric:8
Druid:20Inquisitor:10Mage:14
Monk:8Paladin:10Ranger:30
Shadowmage:12    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

Casting this spell will allow you to know whether your foe is good, evil, or somewhere in between.

Know Monster

Druid:35Mage:11Ranger:40
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This spell gives you an approximation of the attributes and general power of the target creature. At higher casting levels, more types of information are given, and previously revealed information is more accurate.

LevelExact atKnowledge Gained
11Race
2060Level
3075Hit points
4090Attacks per round
5099Damage done
50110Susceptibility/Resistance/Immunity

Lava Blast

Antipaladin:80Druid:80Mage:75
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Fire
School:PyromancySave:HalfDamage:(Level-45)d25; max of 45d25

You call a rain of lava upon your enemy, who is engulfed in the molten rock.

Light Beam

Shadowmage:10    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Energy
School:BrillianceSave:HalfDamage:Leveld5; max of 50d5

This spell creates a dazzling beam of concentrated energy which unerringly strikes the caster's target, burning good-sized holes in it. Sometimes the beam, if it doesn't kill outright, will blind the target in addition to its normal damage.

Light Burst

Shadowmage:15    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Energy
School:BrillianceSave:HalfDamage:Leveld5; max of 50d5

This spell creates a large sphere of energy which immediately bursts, scattering shafts of deadly light into the caster's foes. The beams not only vaporize portions of each enemy, they blind some of the survivors.

Lightning Bolt

Druid:80Mage:75Ranger:80
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Electrical
School:AeromancySave:HalfDamage:(Level-40)d20; max of 50d20

A bolt of lightning erupts from your outstretched hand, slamming into your opponent. It causes severe burns and seizures, frequently inducing spasms that impair the target's dexterity.

Locate Object

Antipaladin:80Arbiter:80Cleric:31
Druid:40Inquisitor:80Mage:40
Monk:65Paladin:80Ranger:90
Shadowmage:35    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RealmDuration:InstantaneousType:Information
School:Divination; TranslocationSave:None  

This spell will tell you exactly where, or who is wearing or carrying, objects of the named type.

Magic Missile

Antipaladin:8Mage:1Ranger:10
Shadowmage:1    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Energy
School:Aeromancy; BrillianceSave:HalfDamage:(1d4 + 1) per 2 Levels

This spell sends a small dart of pure magical energy into the target, causing tiny burns and ruptures. It is the first and most basic attack any mage or shadowmage learns. The Shield spell will completely negate the effects of this spell.

Mana

Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:PermanentType:Healing
School:NoneSave:None  

The lifeblood of all spell-casters, mana is nearly as important as their physical health, and its fast replenishment is highly desirable. Although mana cannot be created from nothingness, it is possible, through intricate, year-long rituals, for mana to be stored in physical forms, capable of replenishing their users' energy when activated. These can take shape as one-use items like potions or scrolls, or reuseable items like wands, staves, rods, or talismans. The mana spell will only be encountered in an item, and will instantaneously increase mana by twice the level of the spell when it is used.

Major Creation

Mage:107    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:GeomancySave:None  

Major creation, available only to mage avatars, creates a permanent, magical object from nothingness. With it you can make magical cloths, trinkets, glasses, earrings, armors, capes, gloves, boots, shields, daggers, swords, hammers, blades, axes, helms, keys, pouches, restoration potions, Identify scrolls... the list is as long as the imagination!

Major Track

Antipaladin:60Mage:40Shadowmage:32
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:2 Hours per LevelType:Information
School:Divination; TranslocationSave:None  

This spell bestows a long-range tracking aptitude upon the caster, which may be used to find the swiftest path to the target. Note that this might lead you into danger, so use it with caution.

Mass Blindness

Shadowmage:106    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:AreaDuration:1 Hour per 2 LevelsType:Malediction
School:Blackmagic; CompulsionSave:Negates, at -4  

The shadowmage avatar's mastery over the dark magics allows him to summon a horde of tiny shadows, causing them to swarm over all his opponents and block their vision. The effects are similar to a Blindness spell.

Meteor Swarm

Mage:90    
      
Aggressive:YesWhen:CombatWhere:Outside
Range:AreaDuration:InstantaneousType:Blunt
School:GeomancySave:HalfDamage:(Level-75)d40

This spell calls a swarm of large rocks into being, high above the land, and brings them cascading down into your opponents with the force of a meteor strike. Anyone damaged by the swarm has a chance of being momentarily stunned. The impact shatters the rocks into unnoticeable rubble.

Minor Creation

Druid:45Mage:40Ranger:80
Shadowmage:35    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:ObjectDuration:PermanentType:Creation
School:GeomancySave:None  

Minor creation creates a permanent, nonmagical object from nothingness. With it you can make rafts, bags, swords, warhammers, battleaxes, daggers, darts, shields, barrels, bread, quills, notes... the list is as long as the imagination!

Minor Track

Antipaladin:30Mage:22Shadowmage:18
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:Level HoursType:Information
School:Divination; TranslocationSave:None  

This spell bestows a limited-range tracking aptitude upon the caster, which may be used to find the swiftest path to the target. Note that this might lead you into grave danger, so use it with caution.

Monsum One

Antipaladin:40Mage:27Shadowmage:30
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Two

Antipaladin:45Mage:32Shadowmage:35
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Three

Antipaladin:50Mage:37Shadowmage:40
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Four

Antipaladin:55Mage:42  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Five

Antipaladin:60Mage:47  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Six

Antipaladin:65Mage:52  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Monsum Seven

Mage:57    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:NoneDuration:InstantaneousType:Summoning
School:CompulsionSave:Negates, at -4  

The seven Monster Summoning spells, from Monsum One to Monsum Seven, summon creatures from the four corners of the realms to aid you, fight for you, and protect you. Their obedience is limited by time, however, in a fashion similar to charm spells.

Moon Ray

Arbiter:60Cleric:40Druid:53
Inquisitor:60    
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Divine
School:BrillianceSave:HalfDamage:Leveld8

A bright pale beam of holy light will be unleashed from the caster's outstretched hands and directed at the target. If the target happens to be undead, it will take full damage from the spell. Demons and devils will take half normal damage, and all other creatures will be unhurt.

Necroburst

Cleric:85Mage:80  
      
Aggressive:YesWhen:CombatWhere:Anywhere
Range:AreaDuration:InstantaneousType:Drain
School:Geomancy; NecromancySave:HalfDamage:(Level-60)d30; max of 30d30

This spell infuses your opponents with negative energy, dealing significant damage and, if it kills them, causing them to rise from the dead as zombies under your control. This is an evil spell.

Paralyze

Antipaladin:50Arbiter:40Druid:55
Inquisitor:40Mage:40Monk:55
Shadowmage:35    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TouchDuration:1 HourType:Malediction
School:Compulsion; NecromancySave:Negates, modified by level  

This spell will paralyze the target, rendering him completely helpless unless he successfully makes a saving throw versus paralysis.

Pass Without Trace

Druid:99    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:24 HoursType:Movement
School:Nature's BlessingsSave:None  

This spell summons several tiny air elementals, that while lacking any significant power, are able to erase the passage of the recipient, making it virtually impossible to track him.

Peace

Cleric:80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:RoomDuration:8 HoursType:Protection
School:Abjuration; Divine MagicsSave:None  

This spell temporarily extends the protection of the gods to the area you're in, rendering it magically tranquil and preventing all forms of violence. It does not work if there is already a fight nearby. This is a good-aligned spell.

Plant Growth

Druid:105    
      
Aggressive:NoWhen:Non-CombatWhere:Fields
Range:RoomDuration:PermanentType:Creation
School:Geomancy; Nature's BlessingsSave:None  

The druid avatar's powers have risen to such levels that he can seed and magically encourage the growth of a forest in a very short space of time. The newly wooded area allows for the druid to draw upon mystic energy at the greater rate for such places.

Poison

Antipaladin:40Arbiter:35Cleric:20
Druid:15Inquisitor:35Ranger:50
      
Aggressive:NoWhen:AnytimeWhere:Anywhere
Range:TargetDuration:1 Hour per 10 LevelsType:Poison
School:Nature's BlessingsSave:Negates  

Casting poison on a food or drink container will poison the food or the drink. Eating poisoned foods/drinks will poison the consuming person, as will casting the spell directly on a person. A poisoned person will suffer continuous damage until it is cured. Sometimes a monster's poison is instantly fatal, so beware.

Note that the use of poison is considered a particularly heinous act to those, such as paladins, who have sworn holy vows, and will quickly cause them to lose their moral purity.

Prismatic Beam

Antipaladin:65Shadowmage:55  
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Malediction
School:BrillianceSave:Negates, at -10  

This spell sends one randomly colored beam to forth from the caster's hand to strike a single target. There is a (very) small chance for the target to dodge the beam; however, if he is hit, he is affected based on the color of the beam:
*Red:Curses the target.
*Orange:Fears the target.
*Yellow:Affects the target with a double-strength Dispel Magic.
*Green:Poisons the target.
*Blue:Weakens the target.
*Indigo:Blinds the target.
*Violet:Causes 200 points of damage, unaffected by any resistance or immunity.

Prismatic Sphere

Shadowmage:80    
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:SelfDuration:1 Hour per 5 LevelsType:Protection
School:Abjuration; BrillianceSave:None  

This spell surrounds you with a multicolored aura that protects you from opponents' Fireshields, Shockshields, and Prismatic Spheres. When an unprotected creature strikes you, it is bathed in a random color of the sphere, having effects similar to a Prismatic Beam:
*Red:Curses the target.
*Orange:Fears the target.
*Yellow:Affects the target with a double-strength Dispel Magic.
*Green:Poisons the target.
*Blue:Weakens the target.
*Indigo:Blinds the target.
*Violet:Causes 50 points of damage, unaffected by any resistance or immunity.

Prismatic Spray

Antipaladin:85Shadowmage:70  
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:AreaDuration:InstantaneousType:Malediction
School:BrillianceSave:Negates, at -10  

This spell causes a fan of seven multicolored beams to shoot forth from the caster's hands to strike random creatures in the room. (Your group members will not be affected by this spell.) The beams tend to spread out evenly if more than one target is available; however, if there are fewer than seven, a given target may be hit by up to three different colors of beam. Similarly to Prismatic Beam, the targets, if they do not manage to dodge, suffer the following effects:
*Red:Curses the target.
*Orange:Fears the target.
*Yellow:Affects the target with a double-strength Dispel Magic.
*Green:Poisons the target.
*Blue:Weakens the target.
*Indigo:Blinds the target.
*Violet:Causes 200 points of damage, unaffected by any resistance or immunity.

Prisms Edge

Shadowmage:108    
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Malediction
School:BrillianceSave:Partial, at -10  

The ultimate variant of the prismatic range of spells, this dazzling display of magic allows a shadowmage avatar to spray his unfortunate target with the entire spectrum of colors, rendering it vulnerable to all of the following effects at once:
*Red:Curses the target.
*Orange:Fears the target.
*Yellow:Affects the target with a double-strength Dispel Magic.
*Green:Poisons the target.
*Blue:Weakens the target.
*Indigo:Blinds the target.
*Violet:Causes 200 points of damage, unaffected by any resistance or immunity.

Purify

Druid:41Ranger:95  
      
Aggressive:NoWhen:Non-CombatWhere:Anywhere
Range:TargetDuration:InstantaneousType:Healing
School:Compulsion; Nature's BlessingsSave:Partial, modified by level  

This spell removes all detrimental enchantments and conditions from the target. It will not affect beneficial conditions. The target must make a saving throw for each enchantment or condition. The saving throw is heavily influenced by the casting level; the higher it is, the easier it is to make it.

Pword Blind

Antipaladin:75Cleric:70Druid:65
Mage:40Shadowmage:30  
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TargetDuration:2 + Level HoursType:Malediction
School:Compulsion; NecromancySave:Negates  

This spell is a more expensive, but much faster to cast, version of the Blindness spell.

Pword Kill

Cleric:90Mage:65  
      
Aggressive:YesWhen:AnytimeWhere:Anywhere
Range:TargetDuration:InstantaneousType:Divine
School:Compulsion; NecromancySave:Negates, at -4  

This spell will kill an opponent outright whose level is less than about 3/5 of yours if he fails a save versus spells. It is more likely to be fatal to less powerful creatures.

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