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=== NEW SPELLS === Magical School Type Mod: '''Technomagic'''</br> Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.</br></br> '''ARCANE GRAFFTI'''[https://www.pinterest.com/pin/128282289377042244/]</br> Conjuration cantrip</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: 1 hour</br> This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds.</br> '''ARCANE HACKING'''</br> 2nd level transmutation (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S, M (comlink or hacking kit)</br> Duration: Concentration, up to 1 hour</br> You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.</br> '''BURGLAR’S BUDDY'''</br> 2nd level illusion (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self (10-foot radius)</br> Components: V, S, M (a camera lens cover)</br> Duration: 1 minute</br> You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.</br> '''CALL VEHICLE''''[https://www.pinterest.com/pin/199636195972851646/]</br> 3rd-level conjuration</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 10 minutes</br> Range: 30 feet</br> Components: V, S</br> Duration: 8 hours</br> You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille.</br> You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.</br> If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship.</br> '''COMMUNE WITH THE CITY'''[https://www.pinterest.com/pin/2392606039560412/]</br> 5th level divination (ritual)</br> Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 minute</br> Range: Self</br> Components: V, S</br> Duration: Instantaneous</br> You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: * Terrain and bodies of water * Prevalent buildings, plants, animals, or intelligent creatures * Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location) * Influences from other planes of existence * Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. '''CONJURE KNOWBOT'''</br> 4th level conjuration (technomagic)</br> Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: 10 minutes</br> You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it).</br> You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.</br> '''CONTROL GRAVITY'''[[https://www.pinterest.com/pin/4996249572319624/]]</br> 6th level transmutation</br> Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: Concentration up to 1 minute</br> You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.</br> If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration.</br> '''CONTROL MACHINES'''</br> 5th level transmutation (technomagic)</br> Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S, M (piece of a destroyed device or machine)</br> Duration: Concentration up to 1 minute</br> You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail.</br> While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move.</br> '''''Higher Levels''''': When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above.</br> '''DATAREAD'''</br> 2nd level divination (technomagic)</br> Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Concentration, up to 1 minute</br> You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine.</br> For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.</br> The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.</br> '''DEGAUSS'''</br> 1st level transmutation (technomagic)</br> Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Instantaneous</br> By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice.</br> '''DETECT ENVIRONMENT'''</br> 1st level divination</br> Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S</br> Duration: 1 hour</br> For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment).</br> '''''Higher Levels''''': When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.)</br> '''DIGITAL PHAMTOM'''</br> 2nd level abjuration (technomagic)</br> Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Self</br> Components: V, S, M (a small piece of copper wire or optical fiber)</br> Duration: Concentration, up to 1 hour</br> This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.</br> '''DISCHARGE'''[https://www.pinterest.com/pin/2462974783382323/]</br> 3rd level abjuration</br> Bards, Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: Instant</br> You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect.</br> '''''Higher Levels''''': When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other.</br> '''ELECTROMAGNETIC PULSE'''</br> 3rd level evocation (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 30 feet</br> Components: V, S</br> Duration: Instantaneous</br> When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties).</br> '''GLYPH OF WARDING'''</br> Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located.</br> '''HAYWIRE'''</br> 3rd level enchantment (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 90 feet</br> Components: V, S</br> Duration: Concentration, up to 1 minute</br> This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell.</br> At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition.</br> :1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted. :2–4. The device does not function. :5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. :6. The device is usable as normal. '''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.</br> '''HEAL DEVICE'''</br> 2nd level transmutation (technomagic)</br> Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Instant</br> Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier.</br> If the device does not have hit points you make an automatic Mechanics skill check at +10 to fix a broken device no greater then 10lbs of weight.</br> '''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at. For devices that lack hit points you can fix an addition 10lbs with your Mechanics roll.</br> '''INFALLIBLE RELAY'''</br> 1st level divination (technomagic)</br> Bard, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 minute</br> Range: Self</br> Components: V, S, M (a phone chip)</br> Duration: Concentration, up to 10 minutes</br> With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails.</br> The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.</br> '''INSTANT CONNECTIVITY'''</br> 5th level conjuration (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V, S, M (a device connected to the Ethernet worth at least 50 credits)</br> Duration: Instantaneous</br> With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.</br> At least one of the creatures affected must be touching a computer with EtherRealm connection. The targets must be sent to a specific computer or comlink that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.</br> You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled.</br> '''IRRADIATE'''</br> 3rd level conjuration</br> Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: V, S</br> Duration: instantaneous</br> This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.</br> '''''At Higher Levels''''': When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area.</br> '''LIFE BUBBLE'''</br> Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br> 2nd level abjuration</br> Casting Time 1 reaction, which you take when you or someone you see within 100ft.</br> Range: 100 feet</br> Components: S</br> Duration: 1 hour</br> You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage.</br> Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).</br> '''''At Higher Levels''''': When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them.</br> '''MACHINE INVISBILITY'''</br> 3rd level illusion (technomagic)</br> Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V, S, M (a glass lens, which the caster fogs by breathing on it)</br> Duration: Concentration, up to 10 minutes</br> Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it.</br> '''MASK METAL'''</br> 1st level illusion</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Components: V, S, M (a magnet)</br> Range: Touch</br> Duration: Concentration, up to 1 hour</br> This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item.</br> '''MASS LIFE BUBBLE'''</br> 4th level transmutation</br> Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 100 feet</br> Components: S</br> Duration: 1 hour</br> You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell.</br> '''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th.</br> '''RECHARGE POWERCELL'''</br> 1st level transmutation (technomagic)</br> Bards, Clerics, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S, M (old discarded and non-functional battery at least a B type)</br> Duration: Instant</br> Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell.</br> '''''At Higher Levels'''''. When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell.</br> '''REMOVE RADIOACTIVITY'''</br> 4th level conjuration</br> Bards, Clerics, Druids, Wizards</br> Casting Time: 1 action</br> Range: touch</br> Components: V, S</br> Duration: instantaneous</br> You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine.</br> When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.</br> '''SYNCHRONICITY'''[https://www.pinterest.com/pin/201043570856335315/]</br> Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards</br> 4th level enchantment</br> Casting Time: 1 action</br> Range: Touch</br> Components: V, S</br> Duration: Concentration, up to 1 hour</br> The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.</br> Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available.</br> Additionally, the target has advantage on all ability checks made to drive a vehicle of any type.</br> In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.</br> '''WIRE WALK'''[https://www.pinterest.com/pin/1266706136197635/]</br> 4th level conjuration (technomagic)</br> Bards, Sorcerers, Warlocks, Wizards</br> Casting Time: 1 action</br> Range: 10 feet</br> Components: V</br> Duration: Instantaneous</br> This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.</br>
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