Permanent Spells
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- The Dark Elf
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Permanent Spells
How do you do it?
Last edited by The Dark Elf on Mon Jan 30, 2012 1:36 pm, edited 1 time in total.
Re: Permanent Spells
The Permanence ward must be sewn onto the person and have it activated while they are under the affect of the spell. This makes the spell affect permanent. however the ward being sewn on is not pleasant an it's removal require surgery that does massive damage to the person and to a 5 foot radius (main book pg 132 for exact details)
It does have limits on the type of spells that it will work with. but House rules state the the ward must be visible at all time for the affect to work. in the case of permanence ward even if you cover it, the image of the ward is show through whatever you cover it with. Also house rules is if people attack the ward and destroy it, it counts as removal and does the listed damages (remember the ward is craved in dragon bone and then that bone is sewn onto the person. Dragon bones are tough, but not indestructible. Our Gm had one NPC had a permanence ward and then stop because when our group saw the ward we made it our target and destroying the ward made it an easy kill. He didn't use the ward again.
It does have limits on the type of spells that it will work with. but House rules state the the ward must be visible at all time for the affect to work. in the case of permanence ward even if you cover it, the image of the ward is show through whatever you cover it with. Also house rules is if people attack the ward and destroy it, it counts as removal and does the listed damages (remember the ward is craved in dragon bone and then that bone is sewn onto the person. Dragon bones are tough, but not indestructible. Our Gm had one NPC had a permanence ward and then stop because when our group saw the ward we made it our target and destroying the ward made it an easy kill. He didn't use the ward again.
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Re: Permanent Spells
Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
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- pblackcrow
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Re: Permanent Spells
Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
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Re: Permanent Spells
pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
DM is correct by the way. - Ninjabunny
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: Permanent Spells
Finding someone to teach it is a big enough challenge in our games...trust me!
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Re: Permanent Spells
IMHO the permenancy spell should be cast before you cast the other spell. also the PPE cost is also too low. There should also be side effects. Such as making the spell permenant will also permenantly subtract the cost of both spells from the casters PPE base. If this makes it impossable for the mage to cast other magics then so be it. Just be sure to give fair warning to the player before he does this. Another catch that can be added is that the caster of this spell cannot be a mortal. This keeps such things out of the hands of most pc's.
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Re: Permanent Spells
Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
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Re: Permanent Spells
drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!
pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
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Re: Permanent Spells
Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
Ok I missed that post...
With the semi-permanent accumulate cost I retract my statement about cost. I still would suggest a higher level however.
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: Permanent Spells
Damian Magecraft wrote:Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
Ok I missed that post...
With the semi-permanent accumulate cost I retract my statement about cost. I still would suggest a higher level however.
Well, in your games you can make it higher, we're not. Because we are really happy with it as it is. It's a 5% chance of finding someone who has it, and the amount charged varies from practitioner to practitioner. But often involves working for them to test them, their worth, their respect, etc.
I have only once used it for a "evil" but justified act. When I was playing a baron, I put a permanent agony on a rapist/molester/torturer/murderer by starvation after locking him up to starve...actually dehydrate to death. That was one death certificate I enjoyed signing. He only lived for about 1 days after that. His problem was he was the son of a wealthy parents from another fiefdom (his was more clan oriented), who was given everything except for discipline. His parents asked to pay his bail and then wanted to bribe me, I refused both! It was done in my fiefdom, I was justified in carrying out the punishment. He had been identified by 1 women as being the culprit of raping her and 2 others who were killed. Which they found the bodies of 25 women and 6 girls in a dried up well in the woods after a truth potion was used. Their bodied supported her claims of torturing them with a red hot poker making them go without food for days. He was caught, tide to a post, I gave the woman a whip and told her she had til sun down and then I wasn't satisfied with her job. So I took it upon myself to visit him in the dungeon. They got their clans together and went to war with me for killing their no account son and I didn't ask them what burial method to use. And cremated him by throwing him into an active volcano. There would be absolutely no resurrecting him short of a god granting them a wish. I dealt with them as well through mediation.
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Re: Permanent Spells
Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
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Re: Permanent Spells
JuliusCreed wrote:
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
That would make the mage useless.
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Re: Permanent Spells
pblackcrow wrote:JuliusCreed wrote:
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
That would make the mage useless.
No... that would make him think before making spells permanent for extended periods of time
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
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Re: Permanent Spells
JuliusCreed wrote:Grug wrote:drewkitty ~..~ wrote:Damian Magecraft wrote:pblackcrow wrote:Permanency
Level: Ten
Range: Self or Touch
Duration: Permanent
Saving Throw: Not applicable because it effects the magic not the person/animal.
P.P.E. Cost: 200 per spell affected.
The spell allows some already cast spell to have a duration of permanent. The level and power of the spell remains the same. A successful negate magic spell and anti magic cloud will destroy the affect of permanency. Also the caster can cancel the spell at will, and if the caster dies the spell is negated. Note: The spell can not be used on a spell with an instant duration.
That PPE cost seems a tad low for such a powerful spell.
Also the level of the spell seems low to me.
Other than that good spell.
For the 200PPe you would need also to include a Prem. PE or Prem. PPE cost in the spell.
He did say there was a semi-permanent P.P.E. cost right underneath. You just need to use the wheel on your mouse and roll it towards you to see it!pblackcrow wrote:Also, we house ruled it. The mage can't regain 15 points of PPE per spell afflicted until spell is canceled.
With the 15 P.P.E. cost, I think it is a fine spell especially since negate magic and anti-magic cloud can remove it.
I like the concept, but for 200 PPE to cast and the semi permanent loss of 15 it still seems a touch underpowered. Perhaps in addition to the 15 PPE loss you could add the PPE cost of the spell made permanent in the first place not available until the permanency is cancelled/negated. I see the loss of the 15 as maintaining the Permanency spell itself after casting, Thus the PPE of the spell made permanent should be in limbo as well. Just my 2 coppers.
Thats 15 per effect...
that can add up fast.
question for Crow:
How does this work for weapons and armor? is the 15 permanently lost?
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Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: Permanent Spells
Damian Magecraft wrote:question for Crow:
How does this work for weapons and armor? is the 15 permanently lost?
The only way it could be permanently lost is if a spell (like in the case of armor of Ithane(Sp), globe of day light, wall spells, etc), object (in the case of the fly spell), or creature (in the case of breathe without air, fly as the eagle, and the before mentioned agony spell.) that it is cast upon is destroyed. If either one of those are distorted, then the loss of the PPE is permanent.
It effect the duration AND ONLY THE DURATION of an existing spell!!! It doesn't effect the strengthen any object to indestructibility or strengthen a spell or aid the spell in anyway shape or form, other than duration extending!
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Re: Permanent Spells
pblackcrow wrote:Damian Magecraft wrote:question for Crow:
How does this work for weapons and armor? is the 15 permanently lost?
The only way it could be permanently lost is if a spell (like in the case of armor of Ithane(Sp), globe of day light, wall spells, etc), object (in the case of the fly spell), or creature (in the case of breathe without air, fly as the eagle, and the before mentioned agony spell.) that it is cast upon is destroyed. If either one of those are distorted, then the loss of the PPE is permanent.
It effect the duration AND ONLY THE DURATION of an existing spell!!! It doesn't effect the strengthen any object to indestructibility or strengthen a spell or aid the spell in anyway shape or form, other than duration extending!
Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: Permanent Spells
Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
I will put it to you like this...With armor of Ithane made permanent, you're not going to be able to go to the bathroom, take your armor off, access your backpack if you were wearing it during casting.
And if you cast it on the half suit when it is off of your body, you will not be able to put it on.
However, an Alchemist maybe able to help you.
And to tell the truth, I am not sure where it goes once the object, spell, or critter is destroyed. uh, I would guess that it is destroyed with it. Uh, it fizzles into nothingness and can not be recovered by anyone. I am guessing.
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Re: Permanent Spells
pblackcrow wrote:Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
I will put it to you like this...With armor of Ithane made permanent, you're not going to be able to go to the bathroom, take your armor off, access your backpack if you were wearing it during casting.
And if you cast it on the half suit when it is off of your body, you will not be able to put it on.
However, an Alchemist maybe able to help you.
And to tell the truth, I am not sure where it goes once the object, spell, or critter is destroyed. uh, I would guess that it is destroyed with it. Uh, it fizzles into nothingness and can not be recovered by anyone. I am guessing.
so the spell was never designed with actual enchanting in mind...
Got it...
In that case I withdraw my stance on the level of the spell as well. (if anything now I think its too high)
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: Permanent Spells
Damian Magecraft wrote:pblackcrow wrote:Damian Magecraft wrote:Thats what I was after...
Lets say I wanted to enchant my half suit of chain to have a higher AR and more sdc (AoI would be good for this) what happens to the extra 15PPE then?
I will put it to you like this...With armor of Ithane made permanent, you're not going to be able to go to the bathroom, take your armor off, access your backpack if you were wearing it during casting.
And if you cast it on the half suit when it is off of your body, you will not be able to put it on.
However, an Alchemist maybe able to help you.
And to tell the truth, I am not sure where it goes once the object, spell, or critter is destroyed. uh, I would guess that it is destroyed with it. Uh, it fizzles into nothingness and can not be recovered by anyone. I am guessing.
so the spell was never designed with actual enchanting in mind...
Got it...
In that case I withdraw my stance on the level of the spell as well. (if anything now I think its too high)
Short of going to an alchemist, no.
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Re: Permanent Spells
If your character was hiring a mage to cast the permanent spell. I would allow the mage to draw one of your levels away to finalize the cost of the permanence spell. That way the mage wouldn't feel the cost. I have done this to create magic items in other games. Of course you can regain the lost level.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE