gold
familiar Familiarmckenna the african civet
played by OOC Namekimmy
short leash and a short fuse don't match,
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Post by aiden emerson on Jan 7, 2022 23:50:55 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
AIDEN'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery100/100 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","mpoverflow"][attr="class","fa-solid fa-ban"] 16 MP WITHHELD UNTIL RANK[break]— thread name onwards familiar[attr="class","inventorypara"] CIVETTICTIS CIVETTA. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-briefcase"]items [attr="class","invtab-item"][attr="class","invtab-icon fas fa-book"]skills [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc & misc [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WITCH LICENSE[break] An official document that licenses a witch to practice magic. It has information about their coven, birth date, and demographic stats. Keep it safe since getting a new one can be a hassle, what with the Council's bureaucracy... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GOLDEN FANG[break] A small, "fang-shaped" gold badge worn proudly by Cerberus members, this is commonly considered a symbol of prestige in Delphi. When situations get difficult, witches and non-witches alike will scan the room in search of individuals wearing this badge as a sign of leadership and ability. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]BASIC SWORD[break] A basic sword, typically used for just out of training. Prone to wear and tear and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]KIKI'S SWISS KNIFE[break] Did Kiki actually make it? Who knows? A small knife with a pivot mechanism that lets you access a tiny blade, a pair of scissors, corkscrew, tweezers, and several small things that you're not really sure what they do. Useful for picking locks, if you know what you're doing. Oh! It also has a light attached to it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FRIENDSHIP INSIGNIA[break] Given as a token of gratitude by Vale witches. An insignia with the complex symbol of the Cavalry. Once a coven of bannermen for the royal family of the Vale, the Cavalry has now become a leading authority in the peninsula. This apparently symbolizes friendship with the coven, though it doesn't seem to do much... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOYAGER 360 (PAIR)[break] A small device clipped onto the ear, given out in pairs of two. It enables two-way communication with other similar devices in the general vicinity. Highly resistant to mana manipulation, and capable of withstanding the instability in effect zones of ruptures. Touch to speak! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]BLOOD OF SERAPHINE[break] A vial of mysterious red liquid. One-time-use. When consumed, it will upcast the next spell by one rank. This vial may have other uses, if you wish to pursue them.... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CHARMED PLUSHIE[break] A plushie backpack made in the shape of your familiar during the Equinox event. It is enchanted to be able to take one spell for the familiar per day. It is able to withstand more, but wears out quickly. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TOXIC REED[break] A magical bamboo flute with just a single hole. It's painted bright purple and red, perhaps as a warning. When played, it generates and shoots poisonous darts at the opponent. The darts are mildly paralytic but take about a minute to fully kick in. Prone to wear and tear [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KNIGHT'S SWORD[break] A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, it will give the user an aura of authority and intimidation. The sword has the emblem of a sun etched into it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LIQUID STUN (ONE TIME USE) [break]A liquid that creates a small electrical charge once it makes contact with sensory receptors like skin. Beginners may make potions that are about of powerful as a strong shock of static electricity while more experienced witches can pack as much power as a stun gun, paralyzing certain body parts with the voltage. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] POTION OF CURE (ONE TIME USE)[break]A potion that can heal moderate to strong curses, poisons and paralysis. It cannot heal the damage already caused by them, it simply removes their effect. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DRUM OF ICE[break]A drum that takes the water in the air and condenses it into icicles, lining the edge of the drum. It only works if you continuously drum on it. A gimmick trinket, really. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASSIDY'S SIGNATURE[break]Your coven leader's signature scribbled on a piece of napkin. At least you know what their writing looks like. Cassidy's signature is a neat and subtle, with a heart at the end for flourish. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AQUAPYRA (ONE TIME USE)[break]An extremely destructive potion, it is exactly what it sounds like: liquid fire, or “fire-in-a-bottle.” A rookie with can make a small amount at a time and it requires flammable objects to continue burning, like a normal fire. As the witch grows, so too does their ability to control the flames. Warning: the destructiveness of this spell is huge from the get-go! Use in the presence of a more experienced witch that might be able to put it out. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]TECHNICIAN'S BLADE (CLAYMORE)[break]A powerful, durable bladed weapon. Can be useful for throwing. Regardless of how or where this weapon is left or thrown, it will always return to the user when commanded to do so. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GENERAL SKILL: CLOSE COMBAT[break] Your witch has experience fighting in an enclosed space, with nothing but their hands and whatever weapons they may have if need be. +10 on rolls attempting non-magical combat in an enclosed space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: KILLER REFLEXES[break] Your witch has a heightened sense of self-preservation. Avoiding danger is their top priority, and their body can move away from harm out of instinct. +10 on rolls attempting to do nothing but avoid danger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: GLASS CANNON[break] Your witch has a fiery spirit that will fight to the end. They continue on the offense despite being injured. +10 on rolls when using offensive spells or weapons with a severe injury (broken bone, stabbed, etc) [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: RSM-CERTIFIED [break] This skill gives your witch the knowledge of the ins and outs of rupture sealing, and general experience around effect zones. Morgan's Equation? Memorized. +10 on rolls where your character is in the presence of an active rupture [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: EMT TRAINING[break] This skill gives your witch the ability to perform under pressure and handle tough medical emergencies, with or without the assistance of magic. +10 on rolls where your character is only seeking to help someone who is significantly wounded [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASSIDY'S BUSINESS CARD[break] One time use. A card that can be used to start a text thread with Cassidy Wolfe. Unlike NPC cards, this thread can be started mostly on whatever terms the player would like. Feel free to double-check with staff if you would like. Like normal NPC threads, text threads may give out spells, quests, items etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] A card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. Can be given to any character of your choosing. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC TIE-IN - JEREMAIAH KNOX[break] A strange mentorship/alliance with Jeremiah Knox. He was extremely close with the last Heir Apparent, Cedric Emerson, Aiden's father. Currently collaborating with Jeremiah to track his father down, however the work is secretive and Aiden is unsure how much faith/trust he can place into Jeremiah. Unsure if the feelings are mutual. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]BUSINESS CARD - NOA[break] Looks like someone's been networking! This card can be used to start a text thread with either Noa. spells [attr="class","staffbody inventorypara inventorytracker"] [attr="class","spellcount"] [attr="class","count"]17 total spells [attr="class","count"]00 advanced quests [attr="class","staffbody inventorypara inventorytracker"]
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gold
familiar Familiarmckenna the african civet
played by OOC Namekimmy
short leash and a short fuse don't match,
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Post by aiden emerson on Jan 8, 2022 0:05:03 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ENCHANTMENT[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-wand-sparkles"]charms [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-signature"]abjuration [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OBSERVER'S NOTES[break] This spell can lead t a witch being adept at marking, tracking, and understanding objects and charms. They can mark objects for future reference and imprint them with mana: this kind of magic is often present in heirlooms. They may also interpret markings left by others. These witches can use a number of objects as bugged devices using marks, and can even understand the immediate past of their surroundings by “observing” the state of mana in the objects around them. As a witch gets stronger, they are able to create a "field" of sensing, and are able to track magical activity through time in a particular space. Masters of this spell could even trace objects or whole ruins back to their creation... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORGANIFREEZE[break] Uncreatively named, this spell allows you to render an organic object immobile. Witches or familiars of stronger ranks are typically less affected when the spell is cast on them by a weaker witch. Daemons seem to resist this spell, but some witches have been successful when using it against them... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REVERSE LOCK[break] Cast upon a moving or still object, this spell will force it to retrace its path at the same speed and power as the original path. It’s useful for dodging or deflecting attacks, or trying to rearrange certain objects. Powerful witches can use this on several objects at a time. Doesn’t apply to living creatures, but does apply to casted magic, summons, etc of a lower-ranked witch. Highly dependent upon the reaction time of the caster. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA CANISTER V1[break]By enchanting the confines of a sealed container, the witch can create a sort of magic "battery" which slowly charges up with magical energy from the environment over time. A witch can tap into this energy to restore their own magical reserves. Its maximum energy capacity depends on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ELEMENTAL CANISTER [break]Requires mana canister V1 to use. Allows the witch to craft mana canisters which dispense a stream of the pure element of [fire/light/water/ice/earth/air] from their container instead of unprocessed mana. At each rank past initiate, they may learn one additional elemental configuration. You currently have access to: LIGHT, FIRE, AIR Depending on the element selected and intensity of dispersal as designed by the witch, this can create items such as scuba tanks (air), flamethrowers (fire), searchlights (light), self-replenishing bullet cartridges (earth), and so-on. Like an ordinary canister, the mana stored within replenishes over time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPACIAL DEVIANCE [break]Allows the witch to use their mana to manipulate the trajectory of small to medium sized objects allowing for a witch to manipulate things like thrown objects. The stronger the witch the more force and larger the change a witch can force onto an object. Organic material is notoriously hard to manipulate. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: IMPROVIZATION[break]Enables enchanters to quickly attach charmed objects to eachother, binding them with sturdy magic so that their effects can be added on to one another and multiplied. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WINGUARDIUM LEVIOSA[break]At its base, this spell allows you to make any light to medium-weight object levitate. You can cancel the spell as well, but remember you don’t have the ability to control the trajectory of the floating objects. It is also highly volatile against organic objects unless a witch is sufficiently proficient. The more powerful a witch, the more objects they can manipulate simultaneously, and for longer periods of time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUXILIARY GRIMOIRE: ENCASING[break]This enchantment can be used to encase existing limbs (auxiliary or otherwise) in inorganic material present in the surrounding area -- this could look like metal-encased arms, a thorn-covered tail, or stony legs. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THUNDER DANCE[break]The witch can add static and ambient electricity in the surrounding environment, essentially enchanting the environment to be more conducive to lightning-based spells. They can also briefly overload the electric energy, unleashing a highly inaccurate cluster of electric shocks that range in power with the rank of the witch, going from minor zaps to full blown stun gun. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA BUG[break]A simple but annoying enchantment technique designed to introduce complications into an enchanted object. When timed correctly, can force magical item to malfunction, or enchanted weaponry to lose their properties temporarily. Often dependent on the strength of the magical item relative to the caster and the user's ability to understand it. Due to its corrosive nature, using mana bugs almost immediately results in a proportional mental pain. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUTOMATON VARIANT C[break]Although most frequently constructed from rune-etched metal and jewels cut into calculated geometric shapes, these self-operating machines come in a medley of creative designs atop a general underlying template dependent on size. Variant [A/B/C] allows the witch to create [large (mount-sized, no larger than city-street familiar limitations)] constructs with a focus on [raw power]. They tend to be designed for a specific purpose, such as combat, transportation, or simple household chores, and can be programmed to follow simple commands by their owner. They are always limited by typical physical limitations unless enhanced by additional spells, and can be shut down by breaking their delicate core which contains the majority of their instructions. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 1[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol. 1 deals with a basic understanding of all kind of magical enhancement, and gives the witches insight into who or what has been jinxed/empowered by a variety of spells and domains based on an examination of mana. Can gain insight into any buffing or debuffing spell, although beginners may struggle with understanding constellar magic or potions. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 5[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 5-7. provide a rudimentary base for understanding two 'dynamic elemental opposites:' either light and dark. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 6 [break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 5-7. provide a rudimentary base for understanding two 'dynamic elemental opposites:' fire and ice/water. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 7[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 5-7. provide a rudimentary base for understanding two 'dynamic elemental opposites:' air and earth. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABSOLUTE VISION[break]REQUIRES: THE MODERN MANA SLEUTH VOL 5. This spell allows the user to negate any vision-blocking darkness and light spells, or to see through their altered vision. Requires a constant drain on their mana, relative to the difference in strength between the caster and their opponent. When active, light and darkness spells also cannot be "seen," making offensive spells challenging to fight against. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: URUZ[break]A basic guide to a beginner's runic alphabet. 'Uruz' is the life rune. In wards, Uruz can be used to create spaces that speed up the healing process, or to give a burst of energy to targets within a ward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUROCHS, URUZ REVERSED[break]A spell that dives deeper into the reversed Uruz rune, which means "Aurochs," or wild beast. With this meaning unlocked, the rune may be used to singlehandedly increase the potentcy of a melee fighter's attacks, granting them furious and beast-like movement. In deflector arguments, can be used to create anti-daemon barriers. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: ANSUZ[break]A basic guide to a beginner's runic alphabet. Ansuz, meaning 'God', is commonly called the 'revealing rune', associated with vision and communication. It pairs well with Kenaz in wards meant for dispelling illusions or enchantments, and is commonly used in wards to improve intelligence, utility or vision-oriented magic, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLE LINE[break]A simple line-shaped barrier formed by "tightening" environmental mana into a screen. Good for blocking a tangible, ranged magic attack or physical attacks. Can be broken with enough force, or powerful magic, or by breaking the caster's concentration. Scales in power and scope with the power of the witch, with experts being able to divide up a battlefield. Cannot be cast very far from the witch. Multiple cannot be cast at the same time. Not designed to be cast for a long time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DEFLECTOR ARGUMENT[break]This allows a witch to use any rune meaning they know in a barrier spell like PRINCIPLE LINE, for example, to make that barrier more effective against that runic inscription. For example, having KENAZ as a deflector augment on a barrier would make the line much more effective against fire or light magic. Cast by a powerful witch, these barriers are eventually able to not just block, but deflect spells that are cast. The more runes that are added this way, the weaker the overall barrier becomes. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EXORCISM[break]Pre-req: Modern Mana Sleuth, Vol 1. A spell that purges another witch of all jinxes and/or augments. Because of the sudden removal of carefully cast spells, it often causes the mana around the target to become exceeding unstable/unuseable or prone to explosions in the moments after the spell is cast. It's difficult but not impossible to remove enchantments made by a more powerful witch. Does not apply to all buffs/debuffs, only enchantments & augments. Only applies to organic beings. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TEMPERATURE BREAK[break]Pre-req: Modern Mana Sleuth, Vol 6. A basic spell for helping to deal with spells that utilize temperature changes in some manner. While initiates may only be able to break a spell heating spell on a cup of coffee, more experienced witches can break down complicated spells such as a fire tornado or a magical blizzard, or access dangerous, magically created extreme temperature areas. The spell lets the user dissipate the temperature effects of a spell - removing the heat from a fireball (which will still burn flesh and cloth if it has caught), or breaking the frozen part of an icicle to revert it to water (which will still have momentum and could be refrozen or otherwise manipulated). [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DARK MANA GRIMOIRE: INVERTED FLAME[break]REQUIRES: THE MODERN MANA SLEUTH VOL 6. An anti-elementalist grimoire that generates "dark mana," and helps nullify elemental attacks. This spell allows the witch to generate a dark "flame" that is the exact opposite of an opponent's magical flame—colliding these two will smother both. The "fire" generated from this spell cannot interact with anything else. Requires careful aim and concentration to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: MANA GRAVITATION[break]A large, area-of-effect spell that requires constant channeling and a large degree of single-minded focus. It beckons all mana in the area towards chosen points in the battlefield, significantly enhancing an allied force's speed and spellcasting ability, while making it more difficult for witches (especially summoners and elementalists) further away from the gravity wells to cast spells.
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gold
familiar Familiarmckenna the african civet
played by OOC Namekimmy
short leash and a short fuse don't match,
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Post by aiden emerson on Jan 12, 2022 19:59:42 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: SUMMONING [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-scroll"]inorganic [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-staff-snake"]organic [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELL NAME HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELL NAME HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELL NAME HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
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