Chromatic Magic
Optional Spells and Magic System for RIFTS and other Palladium Games

The following are special spells developed for use in RIFTS. They do not have spell levels (consider them equivalent to Spells of Legend). They are grouped into colours of magic, outlining their general nature. To make it easier to integrate these new spells into RIFTS, I have classified the existing Magic spells into the colours. Note that Elemental Magic is considered separate from these classifications. Please note that the spells from WORLDBOOK 16:FEDERATION OF MAGIC have not been integrated into this list yet. Mages who specialize in these spells get +2 to their spell strength for any spell cast from their colour; all other colours are cast at a -1 spell strength. For those spells in which spell strength is not a factor, those specializing may apply their choice of 10% more damage, range or duration; likewise those spells not specialized in must have a 10% penalty applied to damage, range or duration if spell strength is not a factor. One need not specialize in a colour to use this magic.

CLEAR magic is the first usually taught, sometimes called Cantrips. Some mages have actually specialized in this colour, usually for entertainment purposes. But some have discovered unique ways to turn these simple spells to effective use in combat. Their most potent advantage is the fact that Clear spells cost no P.P.E. on RIFTS earth. Although most magic users begin learning these spells as an apprentice, they are usually soon forgotten. Thus they must be learned anew, just as any other spell.

BLACK magic is that involved in death and necromancy. Those who specialize in Black eventually are turned to evil, even though many take up the dark knowledge with the intention of using it for good. Bio-wizardry (Atlantis) and Necromancy (RIFTS: Africa) fit in this colour. Those who specialize in Black magic have an additional -1 Spell strength/10% penalty when casting White magic. Except in extreme circumstances, player characters should not be permitted to specialize in Black magic.

BROWN magic is that involved in nature. Biomancy spells all fit in this colour (RIFTS: South America 1). Those spells that effect the lighter nature of spirits also fall into this colour.

RED magic is pure destruction. Spells that invoke pure forces of nature like Fire and Lightning actually fall in this category instead of Brown.

SILVER magic may be called Meta-magic. It goes beyond the known forces of nature and time. Temporal magic can be classified as Silver.

WHITE magic is that of healing, protection and creation. Those who specialize in White magic have an additional -1 Spells strength/10% penalty when casting Black magic.

ORANGE magic is a fairly new form of magic, which involves the drawing of arcane figures to channel magic. Magical Tattoos, Nazca Line magic, and Diabolism fall into this category.

BLUE magic is a unique magic that is invoked entirely verbally. Using Blue magic draws power from the caster's life essence to provide much of the power of the spell. This is reflected by a temporary loss of Hit Points. Hit Points lost by the casting of Blue magic cannot be restored by psionics or magic (less than Rune or God-Level); it must be healed naturally.

Classification of existing RIFTs spells within this 8 colour format

Alphabetical Index of these new spells

DOWNLOAD ALL THESE SPELLS IN A ZIPPED RTF FORMAT



CLEAR MAGIC

Blech | Blink | Bluelight | Change | Clean | Colour | Cough | Creak | Curdle | Dim | Dirty | Distract | Dry | Dust | Dusty | Flavor | Footfall | Gather | Giggle | Knot | Mirage | Nod | Noise | Polish | Rainbow | Rattle | Ravel | Scratch | Smokepuff | Sneeze | Spill | Stitch | Sweeten | Tap | Thump | Tie | Twitch | Two D'lusion | Unlock | Untie | Whistle | Wink | Wrap | Yawn | Magelight | Magefire

BELCH
Dur: Instantaneous Range: Line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (almost inaudible belch), Gesture (hand pressed on diaphragm)
EFFECT: The target will involuntarily belch. Saving against the magic will only mean that the burp is relatively low and muted. If the save is not made, then the victim will let rip with a very loud, meaty belch.
SAVE: Standard (see effect)

BLINK
Dur: Instantaneous Range: Line of sight
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal ("Hat-cha-cha"), Gesture (snap fingers)
EFFECT: Victim will blink his, her or its eyes. If victim saves, then one less eye will blink (i.e. Humans wink one eye, Cyclops won’t blink, The Host (Dimension Book #1: WORMWOOD) will blink 3 eyes)
SAVE: Standard (see effect)

BLUELIGHT
Dur: Indefinitely, until dispelled Range: Self
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (say a short rhyme using the words BLUE and LIGHT in any combination)
EFFECT: A 3 foot diameter sphere of glowing blue radiance appears in the caster’s open palm. Only illuminates a 5 feet radius, and does not cast reflections or shadows beyond this range. Nothing can be held in the hand that holds the Bluelight, or it is instantly dispelled. The Bluelight cannot be switched to the other hand without recasting the spell.
SAVE: Not Applicable


CHANGE
Dur: 10 min / level Range: 3 feet
Cost: 5 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of the desired object in Dragonese), Gesture (pass your hand over the object)
EFFECT: Alter one small inanimate non-magical item into something else. The change must be into something similar (i.e. paper to cloth, silver to gold, etc.) and cannot increase or decrease the size of the object more than 50%. M.D.C. materials cannot be effected.
SAVE: Not applicable


CLEAN
Dur: Instantaneous Range: 4 square yards
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (light blowing sound), Gesture (dusting motion)
EFFECT: Removes heavy soil, dirt and light foreign objects from floors, walls, dishes, windows, furniture, etc. The subject surface is now spotless, but care must be taken in the removal of pigments and the like, so usually only one type of material will be treated in a single application.
SAVE: Not Applicable


COLOUR
Dur: 30 days Range: 1 cubic yard
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of new colour), Gesture (Twisting finger motion)
EFFECT: The caster can bring colour to an object. It can be used to restore faded hues or to tinge those already coloured with a different hue. Even hair and skin colour can be changed.
SAVE: Standard if cast on an unwilling subject or a magical object; otherwise, None

COUGH
Dur: 1D4 seconds Range: Line of Sight
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (gasp), Gesture (gagging gesture)
EFFECT: Make target cough spasmodically. Ruins any effects that have a verbal component. If victim saves, it is only brief hacking. If the save is failed, the victim is afflicted by a loud and active series of coughs that last 1D4 seconds.
SAVE: Standard

CREAK
Dur: � melee Range: 50 feet
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (low creaking sound in throat), Gesture (opening motion for “door”, walking fingers for “footsteps”)
EFFECT: Evokes one of two noises, coming from the direction caster desires. The noise can be either of a creaking door opening or of something walking on a creaking floorboard (can seem to traverse up to 10 feet). Causes a Horror Factor of 6.
SAVE: Standard

CURDLE
Dur: Permanent Range: One object
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (a retching sound), Gesture (point thumb downwards)
EFFECT: This magic curdles milk and hastens spoilage or wilting in most foodstuffs and drinks.
SAVE: Not Applicable

DIM
Dur: 15 min / level Range: 10 foot area (radius)
Cost: 4 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (“Rhee-Hoh-Stat”), Gesture (downward motion with one hand)
EFFECT: Causes light sources in spell’s range to dim to � their usual brightness. It can even make daylight or other ambient light in the area affect seem to dim slightly in the area of effect. This spell will even effect magical sources of light. (Note: a DIMMED Globe of Daylight no longer wards off Vampires)
SAVE: None, unless light source is sentient, then Standard

DIRTY
Dur: Instant and Permanent Range: 4 square yards
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (spitting sound), Gesture (shuffle and stomp feet)
EFFECT: This spell is the opposite of the CLEAN spell. The caster can soil, spot and otherwise sully walls, floors, dishes, garments, etc.
SAVE: Not applicable, unless cast on a sentient being, then Standard

DISTRACT
Dur: Instantaneous Range: Immediate area
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (attention-getting word or phrase), Gesture (pointing finger)
EFFECT: All who are watching the caster will look in the direction he points to, allowing the caster to do something undetected with his other hand. Also useful for calling attention to certain things. Animals and Animal-Intelligence creatures have no save against this effect
SAVE: Standard (see above)

DRY
Dur: Permanent Range: 1 cubic yard
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (low nasal humming), Gesture (2-handed wringing motion)
EFFECT: Removes dampness and excess moisture from materials within the area of effect. It cannot be used on living targets, but it is useful for cloth, herbs, armor, hair or fur, or for other useful chores. (Remember, it cannot be used on skin)
SAVE: Not Applicable

DUST
Dur: Instant Range: 10 foot radius
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (faint whistling indrawn breath), Gesture (back and forth hand motion)
EFFECT: All fine dust and tiny grit particles on exposed surfaces such as floors, shelves, walls, books, etc. The removed dust vanishes; but, of course, new dust can still accumulate.
SAVE: Not Applicable

DUSTY
Dur: Instant and Permanent Range: 10 foot radius
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (low humming sound), Gesture (hands shaking)
EFFECT: Causes a thin film of dust and grime to settle upon all exposed surfaces with the area of effect
SAVE: Not Applicable

FLAVOR
Dur: 5 Minutes Range: One Object
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (a “mmm” sound), Gesture (hand in an “OK” symbol, shaken slightly
EFFECT: The caster can give a foodstuff a superior, better or different flavor. The dwoemer will not actually affect quality or wholesomeness. Spoiled and poison food or drinks remain spoiled/poisoned, but the telltale taste will be masked.
SAVE: None, although the food/drink now has a magic dwoemer

FOOTFALL
Dur: 5 Minutes Range: 1-2 feet
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (verbalize soft walking noise), Gesture (point simultaneously at the points where the steps are to begin and end)
EFFECT: Creates the illusionary sound of footsteps, soft or very noisy. They can begin anywhere within the range. Can create a Horror Factor of 6.
SAVE: Standard to realize it’s not real.

GATHER
Dur: Instantaneous Range: 1 square yard
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (the name of object(s), followed by “C’mere!”), Gesture (head jerked towards where you wish to gather the objects)
EFFECT: The caster can magically gather numerous small objects into a stack or pile. (i.e. nails, nuts, coins, papers, electronic components, etc.). It can be used selectively to separate one type of substance from another, or used generally.
SAVE: Not Applicable

GIGGLE
Dur: 1D4+2 seconds Range: 12 feet
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (a single word or phrase [known in magic circles as a “punch line”]), Gesture (one finger moved back and forth rapidly)
EFFECT: Victim giggles involuntarily. Loudness and length depends on saving throw. If successful save is rolled, victim only give a brief chuckle. If no save is made, then victim will chuckle or giggle for the full duration
SAVE: Standard

KNOT
Dur: until untied Range: One object by touch
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (low “zzz’ sound), Gesture (move arm forward with a strong wrist motion)
EFFECT: This spell is a permutation of the TIE spell. It causes a thread, string or rope to knot itself in such a manner as to be very difficult to untie (2d4 minutes). It works even on material already effected by a TIE spell, but not on magical ropes, ropes being held onto by someone else, or taut lines such as bow strings or tightropes
SAVE: Not Applicable

MIRAGE
Dur: Indefinitely while caster concentrates Range: 100 feet
Cost: 6 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (word or two describing mirage), Gesture (general pass with hands over area)
EFFECT: Cause an area (up to 25 feet�) to be something other than what it is. Target area must be relatively flat and featureless. The mirage must be of an actual place the caster has seen. Each melee there is a 5% cumulative chance the illusion will waver. Touching the mirage will instantly dispel it.
SAVE: Standard

NOD
Dur: Instantaneous Range: 20 feet, line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Gesture (slight nod of the head while pointing your small finger at target)
EFFECT: Subject gives an involuntary nod of the head due to muscle contraction. The effect is as if the subject were nodding in agreement or as a greeting.
SAVE: Standard

NOISE
Dur: 1 Attack Range: 15 feet
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (soft imitation of noise), Gesture (point at target area)
EFFECT: Caster creates illusionary sounds that he desires, although it is always indistinct and confusing (i.e. murmuring, rushing, scraping, etc.)
SAVE: Standard

POLISH
Dur: Instantaneous Range: One object
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (hum a little ditty), Gesture (buffing motions over object)
EFFECT: Magically smooths and brings a luster to materials such as wood, metals, stone, leather or ceramic. The desired object must be relatively clean in order for the spell to be effective. The object affected must be of reasonable size, i.e. up to 1000 feet� of floor, body armor, etc. The smaller the object, the better the spell operates.
SAVE: Not Applicable

RAINBOW
Dur: 10 minutes / level Range: 31 feet
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (whistle a few bars of “The Rainbow Connection”), Gesture (form a pyramid with the fingers)
EFFECT: creates a plane of pastel colours which exactly duplicates a rainbow (30 feet long, 1 feet wide). Caster can manipulate it into an arc, or mentally manipulate the ribbon to twist and turn. The caster can leave the area if he keeps the rainbow stationary, but moving it means that the caster must remain still and do nothing but concentrate on the manipulation. Those failing the spell’s saving throw will lose 1D4 points off their initiative rolls (+2 if rainbow is moving)
SAVE: Standard, see above

RATTLE
Dur: 1 attack Range: 10 feet
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Gesture (shake one hand vigorously)
EFFECT: Creates an audible illusion of chains rattling. Causes a Horror Factor of 8. Only those who fail the save vs. spell need roll against the horror factor.
SAVE: Standard

RAVEL
Dur: Instantaneous Range: One seam
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (quick forceful blowing noise), Gesture (move closed hands apart)
EFFECT: Opposite of the STITCH spell. It will only work if there is a loose thread in the seam or fabric to be affected. The targeted seam or material will open and separate. The only exception is material which has been affected by the STITCH spell; in that case, RAVEL reverses the effect of the STITCH spell.
SAVE: Not Applicable

SCRATCH
Dur: Instantaneous Range: Line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of some body pest), Gesture (point to the area of the itch)
EFFECT: Subject creature experiences an annoying itch on some portion of the body. Unless a saving throw is successful, the subject will involuntarily scratch at this itch. This scratching will take but a second, and will immediately relieve the itch. Those in environmental are immune to the spell, as they are to any body or mind affecting spells.
SAVE: Standard

SMOKEPUFF
Dur: Instantaneous Range: 1 foot
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name the colour of smoke desired), Gesture (twist one hand from a horizontal position to a vertical one, while breathing forth a puff of air)
EFFECT: A puff of smoke, 1 foot in diameter appears in the desired location, then ascends and dissipates as normal smoke would. The caster can make the smoke any colour.
SAVE: Not Applicable

SNEEZE
Dur: Instantaneous Range: Line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of an irritant substance), Gesture (touch you nose)
EFFECT: Causes an irritation in the nasal passages of the target. Unless the victim saves, they will sneeze (thus relieving the irritation).
SAVE: Standard

SPILL
Dur: Instantaneous Range: One container, max 1 gallon
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (“uh-oh!”), Gesture (abrupt hand motion)
EFFECT: Opposite of the GATHER spell. Enables the caster to cause the contents of a container to spill out. The target container is actually tipped by the spell. Solids and/or liquids within the container will spill out, unless it is securely closed or capped.
SAVE: Not applicable

STITCH
Dur: About 1 minute Range: One garment
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (a brief rhyme), Gesture (sewing motion)
EFFECT: Magically sews seams in cloth or leather. It will make new ones, or repair old work. About 20 yards of cloth can be stitched with each casting, but only about 2 yards of leather. The seam thus created is neither stronger nor weaker than a seam done without magic.
SAVE: Not Applicable

SWEETEN
Dur: Instantaneous Range: one foodstuff, about 10 servings
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (buzzing sound), Gesture (crumbling or stirring motion
EFFECT: This spell causes an adequate quantity of sweetener to drop from the caster's fingers -- sugar, honey, molasses, syrup or even artificial sweetener.
SAVE: Not applicable

TAP
Dur: Instantaneous Range: Line of sight
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (clacking sound made with tongue on palate), Gesture (tapping motion made with 1 to 3 fingers)
EFFECT: Creates an invisible force that will tap or rap against some solid object. The sound will occur 1-3 times, depending on how many fingers the caster makes the gesture component with. The sound is not illusion, so there is no save. (sound radius about 1 foot, depending on resonance of object tapped)
SAVE: None

THUMP
Dur: Instantaneous Range: 4 feet
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (swallow loudly), Gesture (point to where the sound is to come from)
EFFECT: Makes an illusionary sound of a loud but muffled thumping sound, as if something fell from a height of a foot or so.
SAVE: Standard

TIE
Dur: Until untied Range: 1 cubic yard
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of knot), Gesture (hold up 3 fingers)
EFFECT: The caster can magically cause the object of the spell -- thread, string, rope or even cable, to knot itself to either its other end or and end of a similar object within 1 feet of it. The resulting knot will be a normal one such as a square knot, half-hitch, running bowline, or whatever sort is desired.
SAVE: Not applicable

TWITCH
Dur: Instantaneous Range: Line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (name of area to be affected), Gesture (twitching motion with one hand)
EFFECT: Causes a muscle contraction in some portion of the subject creature's appendages -- head, neck, hand, arm, foot, leg, etc. The twitch will be noticeable, but will not cause great discomfort, or loss of control or concentration. GM's option of an other effects (i.e. twitching a hand while firing a weapon)
SAVE: Standard

TWO D'LUSION
Dur: Indefinitely, until dispelled Range: 20 feet
Cost: 7 P.P.E. (1 P.P.E. on RIFTS Earth) Comp: Verbal (describe the illusion), Gesture (circular motion with closed fist), flake of zinc
EFFECT: Caster creates a two-dimensional (area 8 feet�) stationary illusion of whatever he desires. If any viewer sees it from an angle of more than 45°, the nature of the illusion will be immediately apparent. (invisible from side or rear). Dispelled by touch or magic, or by the caster ceasing to concentrate on it (can only take simple, non-combat actions while maintaining)
SAVE: Standard -4

UNLOCK
Dur: Instantaneous Range: Line of sight
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal ("tick-tock-doublelock"), Gesture (twisting motion, as if turning a key)
EFFECT: Conjures an invisible key-like force that will open (or lock) any simple mechanical lock (excluding combination, tumbler or lever locks)
SAVE: None, unless magically sealed. Then lock gets a saving roll +1 per level that sealing spell caster exceeds the UNLOCK caster.

UNTIE
Dur: Instantaneous Range: One object, line of sight
Cost: 2 P.P.E (FREE on RIFTS Earth) Comp: Verbal (popping sound), Gesture (hands moved quickly apart)
EFFECT: This is the reverse of the TIE spell. Each invocation removes a single knot from target object. This spell will also neutralize the TIE or KNOT spells (but not both at once). This spell has no effect on magical objects.
SAVE: Not Applicable

WHISTLE
Dur: Instantaneous Range: 30 feet
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (whistle softly in the manner desired), Gesture (hold two fingers close to mouth while looking at where the sound is to come from)
EFFECT: Creates an illusionary whistling sound, faint or loud. It can be sharp and normal sounding, or hollow, echoing and eerie.
SAVE: Standard

WINK
Dur: Instantaneous Range: Line of sight
Cost: 1 P.P.E. (FREE on RIFTS Earth) Comp: Verbal ("twenty-three skidoo!"), Gesture (an imperceptible wink)
EFFECT: Subject involuntarily winks one eye. A successful save means the wink is rapid and not greatly noticeable, while a failure causes a greatly exaggerated, prolonged wink.
SAVE: Standard (see effect)

WRAP
Dur: Until opened Range: 1 cubic yard
Cost: 3 P.P.E. (FREE on RIFTS Earth) Comp: Verbal ( class of wrapping desired), Gesture (folding motion)
EFFECT: This spell creates a strong and sturdy wrapping around the desired target i.e. a bit of herbs, a heap of flour, a bundle of cloth, etc. The material created is of a suitable type and thickness for the item(s) to be wrapped. Thus, a few ounces of fine powder will be contained in a waxy tissue or plastic, gemstones in a felt-like envelope, etc. The wrapping can be undone normally, but the caster can just as easily order it to open verbally.
SAVE: Not Applicable, cannot be used on living targets

YAWN
Dur: One action Range: 12 feet, line of sight
Cost: 2 P.P.E. (FREE on RIFTS Earth) Comp: Verbal (hum a lullabye), Gesture (rocking motion with cupped hands)
EFFECT: Target will feel a brief wave of drowsiness, which in turn evokes a yawn reaction. Additionally, for 1 melee/level afterwards, the target is -2 to save vs any sedative or sleep-causing effect.
SAVE: Standard

SPECIAL MAGIC
These are special spells which fit in multiple colour of magic. A mage who specializes on any of the colours listed for the spell get the colour bonuses.

MAGELIGHT
Colour: Black, Brown, Clear, Silver, White
Dur: 1 hour / lev., or until dispelled Range: Touch
Cost: 5 P.P.E. Comp: Material (wooden staff or rod), Gesture (roll the staff/rod between hands 3 times)
EFFECT: Causes a globe of brilliance to appear at the tip of a wooden staff or rod. The light is variable, anywhere from 15 - 150 watts (i.e. illuminates 15-300 feet radius). The intensity can be varied after the spell is cast. Destruction of the staff/rod will dispel the light.
SAVE: Not applicable

MAGEFIRE
Colour: Black, Brown, Clear, Red, Silver, White
Dur: 1 hour / lev., or until dispelled Range: Touch
Cost: 25 P.P.E. Comp: Material (wooden staff or rod), Gesture (roll the staff/rod between hands 4 times)
EFFECT: A ball of fire (any colour) appears at the tip of a wooden staff or rod. It produces heat, but does not consume the staff/rod. Additionally, the magefire can fire a fireball once per melee. The fireball does 1D6 M.D., plus an additional 1D6 M.D. at levels 4, 7, 10, 14, etc. The fire gives off about 60 watts (lights 100 feet radius). Destruction of the staff/rod will dispel the magefire.
SAVE: Not applicable, targets of fireball save on a natural 18-20 for no damage


Mega-Damage™, M.D.C.™, P.P.E.™, Federation of Magic™ and Wormwood™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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