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Unearthed Arcana presents Faiths & Powers: Gods of the Realms


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Sphere names are in the sphere system files, like /lib/sphere_list_fnp.tpa. Those strings are used in all sorts of ways by the sphere system code (e.g. the strings in the arrays in the bottom part of that file must be the same as the list of sphere strings at the top of the file - see also fnp_system.tpa and sphere_system.tpa) so I've never had the courage to try to traify the thing. It might work! But it might break everything. And I have no idea which is the case - which is kind of crazy.

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I haven't been that satisfied with the FnP sphere system in my current game... the variety is great, but the fact is you only play with a couple priests in the party at any given time, so you're not going to see much of that variety. Plus, in IWD you can play anything but in BG2 you have a set roster of companions: Viconia follows Shar, Anomen follows Helm, Aerie follows Baervan, Yeslick follows Clangeddin, Branwen follows Tempus. A few druids too. So there's not actually a ton of variety. And as discussed earlier, the more spheres there are, the more divisions between spell lists, and the more likely a priest won't be able to cast a given spell. Notably, in my current game I have Yeslick and Viconia, and neither of them can cast Chaotic Commands. I am struggling against mental attacks like Chaos, Symbol Stun, psionic attacks, etc.

So I've been tinkering with a new sphere system. (How nice that a mod allows one to create a whole new sphere system by editing a single text document!) This is scaled back, removing a bunch of the borrowed wizard spells and with three fewer spheres (21 instead of 24). It uses about 260 spells, versus ~310 in the existing FnP sphere system. I set most kits to have major access to 6-7 spheres, and minor access to ~3 more. There is more overlap among kits, so clerics will tend to play like clerics and you will be less likely to lack a spell that you expect a party cleric to have. The sphere list looks like this so far:

  • All (healing and general cleric-y stuff)
  • Death
  • Law
  • Chaos
  • Protection
  • War
  • Perception
  • Thought
  • Decay
  • Vigor
  • Insects
  • Animal
  • Plant
  • Earth
  • Water
  • Air
  • Fire
  • Radiance
  • Shadow
  • Spirit
Spoiler
CLERIC_BLESS                               1    =    Universal
CLERIC_CURSE                               1    =    Universal
CLERIC_CHANT                               2    =    Universal
CLERIC_PRAYER                              3    =    Universal
CLERIC_DISPEL_MAGIC                        3    =    Universal
CLERIC_REMOVE_CURSE                        3    =    Universal
CLERIC_LESSER_RESTORATION                  4    =    Universal
CLERIC_RECITATION                          4    =    Universal
CLERIC_RIGHTEOUS_WRATH_OF_THE_FAITHFUL     5    =    Universal
CLERIC_WONDROUS_RECALL                     6    =    Universal
CLERIC_RESTORATION                         7    =    Universal
CLERIC_HOLY_WORD                           7    =    Universal
CLERIC_UNHOLY_WORD                         7    =    Universal

CLERIC_CURE_LIGHT_WOUNDS                   1    =    All
CLERIC_AID                          	   1    =    All
CLERIC_SANCTUARY                 	       2    =    All
CLERIC_SLOW_POISON                         2    =    All
CLERIC_CURE_MODERATE_WOUNDS                2    =    All
CLERIC_REMOVE_PARALYSIS         	       2    =    All
CLERIC_DISRUPT_UNDEAD                      3    =    All
CLERIC_CURE_MEDIUM_WOUNDS                  3    =    All
CLERIC_FREE_ACTION                	       3    =    All
CLERIC_HOLY_SMITE                  	       3    =    All
CLERIC_UNHOLY_BLIGHT               	       3    =    All
CLERIC_CURE_SERIOUS_WOUNDS                 4    =    All
CLERIC_CURE_CRITICAL_WOUNDS                5    =    All
CLERIC_MASS_CURE                           5    =    All
CLERIC_HEAL                                6    =    All
CLERIC_DESTRUCTION                   	   7    =    All
CLERIC_RESURRECTION                        7    =    All

CLERIC_CAUSE_LIGHT_WOUNDS                  1    =     Death
CLERIC_EYES_OF_THE_DEAD                    1    =    Death
CLERIC_CAUSE_MODERATE_WOUNDS               2    =    Death
CLERIC_PACIFY_DEAD                         2    =    Death
CLERIC_CIRCLE_OF_BONES                     3    =    Death
CLERIC_CAUSE_MEDIUM_WOUNDS                 3    =    Death
CLERIC_ANIMATE_DEAD                        4    =    Death
CLERIC_CAUSE_SERIOUS_WOUNDS                4    =    Death
CLERIC_MASS_CAUSE_LIGHT_WOUNDS             5    =    Death
CLERIC_SLAY_LIVING                         5    =    Death
CLERIC_HARM                                6    =    Death
B_W631                                     6    =    Death  //soul eater
CLERIC_FINGER_OF_DEATH                     7    =    Death

CLERIC_COMMAND                          1    =    Law
CLERIC_FORBID                           2    =    Law
CLERIC_SILENCE_15_FOOT                  2    =    Law
CLERIC_HOLD_PERSON                      2    =    Law
CLERIC_DICTATE                          3    =    Law
CLERIC_HOLD_ANIMAL                      3    =    Law
CLERIC_EXALTATION                       4    =    Law
WIZARD_SECRET_WORD                      4    =    Law
WIZARD_DISPELLING_SCREEN                5    =    Law
WIZARD_POWER_WORD_SILENCE               6    =    Law
CLERIC_SHIELD_OF_THE_ARCHONS            7    =    Law
CLERIC_SYMBOL_STUN                      7    =    Law

CLERIC_DOOM                             1    =    Chaos
CLERIC_RIGID_THINKING                   2    =    Chaos
CLERIC_MISCAST_MAGIC                    2    =    Chaos
CLERIC_MURDEROUS_COMMAND                3    =    Chaos
CLERIC_CLOAK_OF_FEAR                    3    =    Chaos
CLERIC_BLOOD_RAGE                       4    =    Chaos
WIZARD_GREATER_MALISON                  4    =    Chaos
CLERIC_MISFIRE                          5    =    Chaos
CLERIC_CONFUSION                        5    =    Chaos
CLERIC_PHYSICAL_MIRROR                  5    =    Chaos
CLERIC_CHAOTIC_COMMANDS                 6    =    Chaos
CLERIC_MAGIC_RESISTANCE                 6    =    Chaos
CLERIC_SPIRITUAL_WRATH                  7    =    Chaos

CLERIC_PROTECT_FROM_EVIL                1    =    Protection
CLERIC_ARMOR_OF_FAITH                   1    =    Protection
WIZARD_PROTECTION_FROM_PETRIFICATION    2    =    Protection
WIZARD_SHIELD                           2    =    Protection
CLERIC_GLYPH_OF_WARDING                 3    =    Protection
CLERIC_NEGATIVE_PLANE_PROTECTION        3    =    Protection
CLERIC_DEATH_WARD                       4    =    Protection
CLERIC_PROTECTION_FROM_EVIL_10_FOOT     4    =    Protection
CLERIC_REPULSION                        5    =    Protection // sr repulsion
CLERIC_SHIELD_OF_LATHANDER              5    =    Protection
CLERIC_ENTROPY_SHIELD                   6    =    Protection
CLERIC_GREATER_SHIELD_OF_LATHANDER      7    =    Protection

CLERIC_ABUNDANT_AMMO                    1    =    War
CLERIC_MAGIC_WEAPON                     1    =    War
CLERIC_SPIRITUAL_HAMMER                 2    =    War
CLERIC_STRENGTH_OF_ONE                  3    =    War
CLERIC_HOLY_POWER                       3    =    War
CLERIC_DEFENSIVE_HARMONY                4    =    War
CLERIC_STAR_METAL_CUDGEL                4    =    War
CLERIC_RIGHTEOUS_MAGIC                  5    =    War
CLERIC_BLADE_BARRIER                    6    =    War
CLERIC_SYMBOL_FEAR                      7    =    War

d5fnp03                                 0    =    Perception // identify
CLERIC_DETECT_EVIL                      1    =    Perception
CLERIC_FIND_TRAPS                       1    =    Perception
WIZARD_DETECT_INVISIBILITY              2    =    Perception
WIZARD_TRUE_STRIKE                      2    =    Perception
WIZARD_CLAIRVOYANCE                     3    =    Perception
WIZARD_DETECT_ILLUSION                  3    =    Perception
CLERIC_FAR_SIGHT                        4    =    Perception
CLERIC_INVISIBILITY_PURGE               4    =    Perception
WIZARD_ORACLE                           5    =    Perception
CLERIC_TRUE_SIGHT                       6    =    Perception
WIZARD_MOMENT_OF_PRESCIENCE             7    =    Perception

CLERIC_CHARM_PERSON                     1    =    Thought
CLERIC_REMOVE_FEAR                      2    =    Thought
CLERIC_ENTHRALL                         2    =    Thought
WIZARD_EMOTION_COURAGE                  3    =    Thought
WIZARD_EMOTION_FEAR                     3    =    Thought
WIZARD_EMOTION_HOPE                     4    =    Thought
WIZARD_EMOTION_HOPELESSNESS             4    =    Thought
CLERIC_MENTAL_DOMINATION                5    =    Thought
CLERIC_GREATER_COMMAND                  5    =    Thought
CLERIC_CONFUSION                        6    =    Thought
CLERIC_NATURE_BEAUTY                    7    =    Thought
CLERIC_IMPERVIOUS_SANCTITY_OF_MIND      7    =    Thought

CLERIC_UNFAILING_ENDURANCE              1    =    Vigor
CLERIC_CURE_DISEASE                     2    =    Vigor
CLERIC_DRAW_UPON_HOLY_MIGHT             2    =    Vigor
CLERIC_REGENERATE_MODERATE_WOUNDS       3    =    Vigor
CLERIC_NEUTRALIZE_POISON                3    =    Vigor
CLERIC_REGENERATE_SERIOUS_WOUNDS        4    =    Vigor
CLERIC_ANIMAL_RAGE                      4    =    Vigor
CLERIC_REGENERATE_CRITICAL_WOUNDS       5    =    Vigor
CLERIC_MASS_REGENERATE                  5    =    Vigor
CLERIC_RAISE_DEAD                       6    =    Vigor
CLERIC_REGENERATE                       7    =    Vigor

CLERIC_CAUSE_DISEASE                    1    =    Decay
CLERIC_SHATTER                          2    =    Decay
CLERIC_MOLD_TOUCH                       3    =    Decay
WIZARD_WAVES_OF_FATIGUE                 4    =    Decay
CLERIC_POISON                           4    =    Decay
CLERIC_WAVES_OF_AGONY                   5    =    Decay
CLERIC_CLOUD_OF_PESTILENCE              5    =    Decay
CLERIC_DOLOROUS_DECAY                   6    =    Decay
CLERIC_WITHER                           7    =    Decay

CLERIC_ANIMAL_EYES                      1    =    Animal
CLERIC_ANIMAL_SUMMONING_LEVEL_1         1    =    Animal
CLERIC_BEAST_CLAW                       2    =    Animal
CLERIC_ANIMAL_SUMMONING_LEVEL_2         2    =    Animal
CLERIC_FERAL_INSTINCT                   3    =    Animal
CLERIC_ANIMAL_SUMMONING_LEVEL_3         3    =    Animal
d5fnp04                                 3    =    Animal // Magic Fang
CLERIC_ANIMAL_SUMMONING_LEVEL_4         4    =    Animal
CLERIC_ANIMAL_SUMMONING_LEVEL_5         5    =    Animal
d5fnp05                                 5    =    Animal // Animal Growth
CLERIC_ANIMAL_SUMMONING_LEVEL_6         6    =    Animal
CLERIC_ANIMAL_SUMMONING_LEVEL_7         7    =    Animal

d5btswm                                 1    =    Insects // liddle beetle swarm
d5spswm                                 2    =    Insects // liddle spider swarm
spdr201                                 3    =    Insects // druid version of web
CLERIC_SUMMON_INSECTS                   3    =    Insects
CLERIC_GIANT_INSECT                     4    =    Insects
d5spspn                                 4    =    Insects // wizard spider summon
CLERIC_INSECT_PLAGUE                    5    =    Insects
d5carsm                                 6    =    Insects // wizard carrion crawler summon
CLERIC_CREEPING_DOOM                    7    =    Insects
d5rhbtl                                 7    =    Insects // summon rhino beetle

CLERIC_ENTANGLE                         1    =    Plant
CLERIC_GOOD_BERRIES                     1    =    Plant
CLERIC_GOODBERRY                        1    =    Plant
CLERIC_SHILLELAGH                       1    =    Plant
CLERIC_BARKSKIN                         2    =    Plant
CLERIC_THORN_SPRAY                      3    =    Plant
CLERIC_SNARE                            3    =    Plant
CLERIC_SPIKE_GROWTH                     4    =    Plant
CLERIC_CALL_WOODLAND_BEINGS             5    =    Plant
CLERIC_NATURES_WRATH                    6    =    Plant
CLERIC_ASSASSIN_VINES                   6    =    Plant
CLERIC_STALKER                          7    =    Plant

CLERIC_BINDING                          1    =    Earth
CLERIC_MAGIC_STONE                      1    =    Earth
CLERIC_PROTECTION_FROM_LIGHTNING        2    =    Earth
CLERIC_STONE_FIST                       3    =    Earth
CLERIC_SPIKE_STONES                     4    =    Earth
CLERIC_IRONSKIN                         5    =    Earth
WIZARD_STONE_TO_FLESH                   5    =    Earth
CLERIC_CONJURE_EARTH_ELEMENTAL          6    =    Earth
WIZARD_FLESH_TO_STONE                   6    =    Earth
CLERIC_EARTHQUAKE                       7    =    Earth
WIZARD_IRON_BODY                        7    =    Earth

CLERIC_ZONE_OF_SWEET_AIR                1    =    Air
CLERIC_OBSCURING_MIST                   1    =    Air
WIZARD_STINKING_CLOUD                   2    =    Air
CLERIC_STORM_SHIELD                     3    =    Air
CLERIC_CLOUDBURST                       3    =    Air
CLERIC_CALL_LIGHTNING                   3    =    Air
CLERIC_STORMWALL                        4    =    Air
CLERIC_STATIC_CHARGE                    4    =    Air
CLERIC_WHIRLWIND                        5    =    Air
CLERIC_PROTECTION_FROM_LIGHTNING        5    =    Air
CLERIC_CONJURE_AIR_ELEMENTAL            6    =    Air
WIZARD_DEATH_FOG                        7    =    Air
CLERIC_AERIAL_SERVANT                   7    =    Air

CLERIC_FROST_FINGERS                    1    =    Water
CLERIC_RESIST_COLD                      1    =    Water
CLERIC_BLESS_WATER                      1    =    Water
CLERIC_WATERY_FIST                      2    =    Water
CLERIC_ICE_BLADE                        2    =    Water
WIZARD_SNILLOCS_SNOWBALL_SWARM          3    =    Water
WIZARD_ICELANCE                         3    =    Water
CLERIC_SMASHING_WAVE                    4    =    Water
WIZARD_CONE_OF_COLD                     4    =    Water
WIZARD_ICE_STORM                        5    =    Water
CLERIC_PROTECTION_FROM_ACID             5    =    Water
CLERIC_PROTECTION_FROM_COLD             5    =    Water
CLERIC_MIST_OF_ELDATH                   6    =    Water
CLERIC_CONJURE_WATER_ELEMENTAL          6    =    Water
WIZARD_ACID_STORM                       7    =    Water

WIZARD_BURNING_HANDS                    1    =    Fire
CLERIC_RESIST_FIRE                      1    =    Fire
CLERIC_FLAME_BLADE                      2    =    Fire
CLERIC_FIRE_TRAP                        2    =    Fire
NOSR_CLERIC_PROTECTION_FROM_FIRE        3    =    Fire
CLERIC_PRODUCE_FIRE                     3    =    Fire
WIZARD_FLAME_ARROW                      4    =    Fire
SR_CLERIC_PROTECTION_FROM_FIRE          4    =    Fire
WIZARD_FIRE_SHIELD_RED                  5    =    Fire
CLERIC_FLAME_STRIKE                     5    =    Fire
CLERIC_CONJURE_FIRE_ELEMENTAL           6    =    Fire
CLERIC_FIRE_SEEDS                       6    =    Fire
CLERIC_FIRE_STORM                       7    =    Fire

CLERIC_SUNSCORCH                        1    =    Radiance
CLERIC_ALICORN_LANCE                    2    =    Radiance
WIZARD_GLITTERDUST                      2    =    Radiance
NOSR_CLERIC_REPULSE_UNDEAD              3    =    Radiance
CLERIC_MOONBLADE                        3    =    Radiance
CLERIC_WALL_OF_MOONLIGHT                4    =    Radiance
CLERIC_FALSE_DAWN                       5    =    Radiance
CLERIC_PIXIE_DUST                       6    =    Radiance
CLERIC_SOL_SEARING_ORB                  6    =    Radiance
CLERIC_SUNRAY                           7    =    Radiance

CLERIC_CAMOUFLAGE                       1    =    Shadow
B_SSTEP                                 2    =    Shadow // shadowstep
CLERIC_CLOAK_DARKNESS                   3    =    Shadow
WIZARD_SHADOW_MONSTERS                  3    =    Shadow
WIZARD_WRAITH_FORM                      4    =    Shadow
WIZARD_DEMI_SHADOW_MONSTERS             4    =    Shadow
WIZARD_SHADOW_DOOR                      5    =    Shadow
d5fnp01                                 5    =    Shadow // summon shadow
WIZARD_SHADES                           6    =    Shadow
WIZARD_POWER_WORD_BLIND                 7    =    Shadow
WIZARD_GHOSTFORM                        7    =    Shadow

CLERIC_FAERIE_FIRE                      1    =    Spirit
CLERIC_SPIRIT_WARD                      1    =    Spirit
CLERIC_WRITHING_FOG                     2    =    Spirit
CLERIC_SPIRITUAL_CLARITY                3    =    Spirit
CLERIC_SPIRIT_FIRE                      4    =    Spirit
CLERIC_SPIRITUAL_LOCK                   5    =    Spirit
WIZARD_BANISHMENT                       5    =    Spirit // sr banishment
CLERIC_RECALL_SPIRIT                    6    =    Spirit
CLERIC_BOLT_OF_GLORY                    6    =    Spirit
CLERIC_ETHER_GATE                       7    =    Spirit

 

Some concepts have been split up; for instance, instead of the sphere of Thought having all the mental defense spells, now it is more focused on affecting others' thoughts, and the personal mental defenses are spread around: Spiritual Clarity (level 3) is in the Spirit sphere, Exaltation (level 4) is in the sphere of Law; Chaotic Commands (level 5) is in the sphere of Chaos; and Sanctity of Mind (level 7) is in the sphere of Thought. So most priests should have some kind of magic to protect against mental attacks.

I rolled up four clerics and a druid real quick just to look at the spellbooks, and it seems pretty good. And I still have three empty spheres that can be used for... something. Maybe. I'll see.

Again, nice that this kind of thing is possible. But, boy - setting up the spheres and spells is the easy part... it's a fair amount of work going through every deity and marking their major and minor access. Anyway, it'll probably be in the next update

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Guest Willis Terwilliger

Also, sorry if this has been asked before, but I have  a question regarding install order for SCS and/or IWDification.

According to the Readme:

Quote

 

However, SCS can install its own spell packs, which are nearly identical to the IWDification spells. I was planning on using  SCS to install spells, so it can use those spells for enemy casters. If I am installing SCS with the IWD spell pack, how to go about this to avoid a conflict with FnP.

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Well, IWDification and SCS IWD Spells have been playing leapfrog over the past months. IIRC IWDification was kind of stuck at beta 7 or something for years...for a long time IWDification was adding pre-EE versions of spells to the EE games, which had some unfortunate side-effects. I believe that was one reason why Grammarsalad decided to roll his own version of the IWD spell set for this mod. Then IWDification was updated to work better with the EE games; and then SCS added a thoroughly updated version in SCS v33 I think. (I'm using that one right now.) Then IWDification built on the SCS improvements and put out beta 9, then SCS absorbed the improvements and put out v34, and now IWDification has gotten a shiny v1.0 release.

Basically there has been a long collaboration between Camdawg and Davidw, to the great benefit of players. At the moment, I would use IWDification v1, as it has received more recent attention than SCS v34 and it seems to be in great shape. And all of the SCS code that makes use of the IWD spells (tweaks for the AI component, etc.) will apparently work just fine if the spells are added via IWDification. However,

3 hours ago, Guest Willis Terwilliger said:

SCS can install its own spell packs, which are nearly identical to the IWDification spells. I was planning on using  SCS to install spells, so it can use those spells for enemy casters. If I am installing SCS with the IWD spell pack, how to go about this to avoid a conflict with FnP.

This is fine - in fact this is how my current game is set up. You run the SCS installer early on, in the same place IWDification would normally go. It will ask you four things:

- Ask about IWD spells? (answer 'yes')
- Ask about game tweaks? (answer 'no')
- Ask about AI enhancements? (answer 'no')
- Ask about improved creatures and encounters? (answer 'no')

You install just that first section of SCS, then quit the SCS installer. Then install other mods as usual. Finally, when it comes time to install SCS proper, near the end of the order, you run the SCs installer again and answer those questions 'no,' 'yes,' 'yes,' 'yes.' And install the rest of SCS. (Or what parts of it you desire.)

Edited by subtledoctor
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Guest Willis Terwilliger
11 hours ago, Guest Willis Terwilliger said:

Is there any where I can see a breakdown of the weapon enchantment levels on paw/claw attacks of the different Druid wild shape forms? 

Do you have this info on hand? BTW, love the mod, I basically played through BG1 three times as a Druid now because I keep finding new mods, but yours has the real diversity in shapeshifting forms that I am looking for. 

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I just looked it up, and I think they all have enchantment level zero. But, they all have the "magical" flag. I suppose I didn't really think about enchantment levels... they are animals. Shouldn't they have no enchantment level? (Bonus: maul wizards with PfMW.)

I don't feel very strongly about this though - beyond the obvious logic of "animals aren't enchanted," if people think there should be some rule for shapeshift animal claws having enchantment, I'm open to the idea. Make a case for how it should work and why. Easy enough to change, and an update to the mod is imminent anyway.

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Guest Willis Terwilliger

Well, the default forms attacks are treated as having an enchantment of +1. The Avenger forms: Sword Spider +1, Baby Wyern +1, Fire Salamander +3.  https://baldursgate.fandom.com/wiki/Shapeshift

The IWDification mod has a similar progression, Winter Wolf gets +1, Boring Beetle +2, Polar Bear +3 and then the Elemental Forms strike as +4: https://gibberlings3.github.io/Documentation/readmes/readme-iwdification.html

From a gameplay perspective, at last my perspective, I want to play a Druid primarily for the ability to shapeshift, and you need to have enchanted weapons to remain viable as you progress through the game and face enemies with immunities to normal weapons, immunity to +1 & +2 (moreso in BG2 than BG1, but especially in ToB). One of the biggest  complaints about the default  "Shapeshifter"(werewolf) kit is that the Greater Werewolf only gets +2 attacks, which makes it useless late game, unless you shift to a caster role (but in that case, why bother with the kit at all?).

As far as roleplay explanations, well the wild forms aren't really normal animals. They are druids transformed into the shape of an animal, using their divine connection to the elemental plane to draw magical energies from. In PnP Druids could also change their shape to appear younger or disguise themselves as someone else at higher levels. So I think that alone should justify giving them magical enchants on their claw/paw attacks.
 

What do you think?

 

 

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Yes. Although I don't have a Monstrous Compendium handy so I don't know off-hand the HD difference among black/brown/polar bears, and wolves/winter wolves/dire wolves, and the various kinds of beetles and spiders and jungle cats.

Frankly I think that the "need a certain enchantment to even scratch this monster" mechanic is poorly implemented in these games, and I really don't want to lean into it and make five different tiers of animal weapons, and then players would have to remember which shapeshift attacks as what enchantment and which enemies need what enchantment to hit... it all just sounds terrible. I would much rather just decide that "druid shapeshifted claws are equivalent to a +2 weapon enchantment" and call it a day. (Or +3, or whatever. Btw FnP's werewolf and shambling mound shapeshift forms all strike as +3 weapons.)

An alternative, which I think is worth considering, is to leave animal claws with no enchantment, and instead extend our 'Magic Fang' spell to work on shapeshifted druids. It wouldn't be simple, exactly, but I think it might be worth it. It would give that spell more teeth (so to speak) and would make a ton of sense.

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