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Things you should know
White Magic
Black Magic
Shamanist Magic
Things you should know
This list is not a standard Slayers spell list, it is only useful for the purposes of our RPG. Just thought I should put that disclaimer in first.
Also, the lists of spells, and much of the descriptions, were shamelessly stolen from The Slayers Universe. If you want a better description of the spells and what they do, pictures of what they look like when they're cast, and even some spell chants, go to The Slayers Universe and check their excellent Spell List.
How to use this webpage: If your character is (for example) Level 4 in Black Magic, go down to the list of Black spells. Each spell has a number next to it. Your Level 4 Black character can cast Black spells from levels 1, 2, 3, and 4. They might also be able to cast one or two level 5 Black spells, but at drastically lower power, or with a significant chance of the spell going wrong, or with a good chance of nothing happening at all, or all of the above, because they do not have the technique or the power to use it properly yet. Black spells above level 5 can not be cast successfully by your Black level 4 character AT ALL. If your character tries to use spells high above their level, they run a very big risk of hurting themselves, if they can manage to get any results at all.
Many of the spells were created by a specific character. They are marked by a little note saying 'Naga's original spell' or 'Eric's original spell', etc. Please do not use these original spells unless your character learns them from the character who created them.
White Magic
High-level White magic requires long years of study at a temple, and dedication as a priest/priestess of the gods. All White spells level 5 and up require lengthy temple training in a character's background.
| Level |
Spell Name and Description |
Other |
| 1 |
Lighting: Creates a ball of light, enough to illuminate an ordinary-sized room, for a few hours. Can be made more intense, but won't last as long. |
| 2 |
Extinguish Ball: Can extinguish small fires. Has a small area of effect. |
| 2 |
Lock: All doors and windows in the area are magically locked. They can still be busted down, though. |
| 2 |
Unlock: Magically unlocks any doors or windows in the area. Also dispels the Lock spell. |
| 3 |
Chaos String: Creates bands of magical string which can entangle things and hold objects in place. Originally made for construction work. Can't prevent a target from moving. |
| 3 |
Counter-Sleeping: Wakes people up from a magical sleep. |
| 3 |
Fishing Spell: Makes fish bite onto the hook at the end of a fishing pole. Small chance of killing off all the fish in a river, so should be used cautiously. |
Lina's original spell. |
| 3 |
Recovery: Heals the target. However, the energy for this spell comes from the target itself, so a badly wounded target might die of exhaustion if all their energy is used up to heal their wounds. This spell can't cure diseases; the bacteria and viruses that are infecting a target will benefit from the healing energy. |
| 3 |
Vas Gluudo: Creates a magical barrier, effective against all types of magic, about the size of an ordinary shield. Can be cast quickly. |
| 4 |
Dicleary/Detoxify: Removes all poisons from a person's body. |
| 4 |
Laphas Seed/Ray Freeze: Completely immobilizes the target for about an hour. The victim can't even cast magic, because they can't speak and therefore can't say any spells. |
| 4 |
Mos Varim: A fire counterspell, which creates a ball of energy that draws all fire spells in the area (whether cast by enemies or allies) into itself and extinguishes them. An improvement on the Extinguish Ball spell. |
| 4 |
Sleeping: Puts targets to sleep. How long it lasts depends on the skill of the caster, as well as how many targets it was cast on. |
| Must train for many years to learn the following White Magic spells |
| 5 |
Defense/Protection: Creates a powerful magical barrier which can repel magical attacks. More powerful than Windy Shield. Its strength depends on its caster's magical ability. Requires a lot of magic power to cast so can only be used a few times a day. |
| 5 |
Flow Break: Dispels all Black and Shamanist magic in the area. Can't be used in combat. I dunno why, it just can't. |
| 5 |
Rune Breaker: Creates a magical pentagram on the ground. All offensive magic cast within it is severely weakened. The amount of weakening depends on the size of the pentagram. |
| 6 |
Chaotic Disintegrate: Calls forth a column of bluish-white sacred energy which can harm mazoku. |
| 6 |
Holy Resist: Wards against Black magic spells and Spirit-Shamanist spells. |
| 6 |
Megido Flare: An anti-evil spell. Used against normal beings, it makes them feel calmer and less likely to fight. Used against the undead, it does damage. Used against weak spirits, it dispels them and draws them back to the astral plane. |
| 6 |
Resurrection: A healing spell more powerful than Recovery, but also much more tiring and complex to cast. Uses outside energy, not just energy from the target itself, so targets with very severe and life-threatening wounds can be safely healed with this spell. I doubt it can actually bring the dead to life, though, despite the misleading name. |
| 7 |
Disenchant: Dispels any curses and other enchantments on a person. Can't be used in combat because it's too complex and takes too long to cast. |
| 7 |
Valmaceid: An enchantment providing great protection against Earth, Water, Fire, and Wind magic. It can be used to enchant armour, but the spell components are expensive. |
| 8 |
Holy Bless: Dispels low-level undead creatures. Wide-ranging enough to dispel an entire city's worth. Can only be cast once a day because it requires so much power. |
| 9 |
Holy Column: Creates a column of holy energy that can destroy any mazoku or creatures of evil caught within it. | Ninoa's original spell. |
| 10 |
Holy Sabre: An extremely powerful spell, similar to Ruby-Eye Blade or Ragna Blade, which can slice through and destroy any low-level mazoku or similar creature of evil. | Ninoa's original spell. |
Black Magic
| Level |
Spell Name and Description |
Other |
| 1 |
Boost: Triggers a magical item to release its power. |
| 2 |
Hurt: The caster must physically touch the target, or touch
a conducting object such as a sword which the target is holding. The spell
finds the target's pain threshold, then passes it, temporarily incapacitating
them with pain. If the target has high magic resistance, they will probably
not be affected much by this spell. | Eric's original spell. |
| 3 |
Balus Rod/Valis Rod: Creates a whip of light. The whip form of the spell allows the caster's attack to be fairly well controlled, but it's only useful at short range. |
| 3 |
Ferrous Bleed: Summons a bunch of animals. They can't be controlled by the caster, they just feel a need to go towards them. |
| 4 |
Dolph Zork: Turns water into a sharp blade that can cut through just about anything. Requires lots of water nearby. |
Calls on Deep Sea Dolphin. |
| 4 |
Gaav Flare/Demon Dragon Inferno Howl: A blast of fire pierces the target and keeps on going, damaging other targets behind it as well. |
Calls on Gaav, who is dead. This spell can't be cast anymore. |
| 4 |
Hell Blast: Creates a spear of darkness which steals the target's life force. The spell is effective even against undead creatures, since it steals away the dark forces that animate them. |
| 4 |
Melusine Wail: Creates an incredible piercing noise which causes
pain and mental anguish to all targets over an area of several city blocks.
Affects all people in the area, whether friend or foe, unless they're shielded
against it. | Giants' original spell. |
| 5 |
Blast Wave: Opens a hole in a single target, such as a hole in a wall large enough for a person to pass through. Hard to use in combat, because the caster must place both hands on the target. |
| 5 |
Dark Claw: Shoots out magical energy balls that look something like winged insects. If these balls touch the target, they disintegrate their way through the target's body. |
| 5 |
Dolph Strash: A spear-like shockwave moves incredibly quickly towards the target, destroying it. |
Calls on Deep Sea Dolphin. |
| 5 |
Dynast Brass: The target is surrounded by a pentagram of lightning, which then rushes towards the target. If the spellcaster is too close to the target, they will also be caught by the lightning. |
Calls on Dynast Grauscherra. |
| 5 |
Hell Fury: Flames and rocks erupt from the ground
in a large wave of dark energy. |
Oni's original spell. |
| 6 |
Disfang: The caster's shadow becomes a dragon, which attacks the target's shadow. Whenever the target's shadow is bitten, the target is injured. The target can negate this spell by using light to erase their shadow. |
| 6 |
Dragon Arc: A beam of the concentrated dark aura of the caster is shot towards the target. |
Metcliff's original spell. |
| 6 |
Dynast Breath: Freezes the target (even works on a mazoku target) with ice, then shatters both the ice and the target to bits. It's possible to maintain the target alive within the ice, however. |
Calls on Dynast Grauscherra. |
| 6 |
Gaia Graze: A spell that summons a Brass Demon. The demon will obey its summoner, and can only be injured by Spirit-shamanist magic, Black magic, or anti-evil White magic. |
| 6 |
Laguna Blast: A pillar of light shoots up at the target from the centre of an inverted pentagram. Black plasma spills out of the pillar and swallows up the target. |
Calls on Phibrizo, who is dead. This spell can't be cast anymore. |
| 7 |
Blast Ash/Black Occult Field: Creates a large black void. Anything that's swallowed by this void, if it's alive or has a spirit, is turned into ash. The spell doesn't affect inanimate objects like buildings. |
| 7 |
Gil Vlas: ? |
Ninoa's original spell. |
| 7 |
Necro Vuud: This spell forces spirits and ghosts to possess corpses, creating walking skeletons and zombies that will follow the caster's commands. However, they'll only be able to follow simple commands. |
| 7 |
Satentra Zero: The caster glows with a black aura, crackling with electricity. A black beam surrounded by golden energy shoots towards the target and blasts it. |
Sai's original spell. |
| 7 |
Zelas Brid: A band of light moves at the will of the caster towards the target, something like Balus Rod only more powerful. |
Calls on Zelas-Metallium. |
| 8 |
Dragon Riser: Similar to Dragon Arc, but spread over a larger area like a wave, and more powerful; not quite powerful enough to overcome the Sword of Light, but definitely getting close. | Metcliff's original spell. |
| 8 |
Dragon Slave: A spell powerful enough to level a city. It can even slay dragons. Imagine that. |
Calls on Shabranigdo. |
| 8 |
Vun Ga Ruim: Summons Black Beasts which touch the target and drain their mental energy. Black Beasts can only be harmed by Shamanist-Spirit, Black, or White magic. |
| 9 |
Ruby-Eye Blade: A crimson blade forms between the caster's hands. More powerful than the Sword of Light, it can cut through practically anything. |
Calls on Shabranigdo. |
| 10 |
Laguna Blade/Ragna Blade: A blade of darkness forms between the caster's hands. More powerful than the Ruby-Eye Blade, it can cut through anything. |
Calls on Lord of Nightmares. |
| 11 |
Flame Breath: An immense blast of flame. The spell requires a massive amount of magic capacity, so only dragons are able to cast it. |
| 11 |
Giga Slave: An incredibly powerful spell; so powerful that it was instrumental in defeating Shabranigdo. If miscast, it could destroy the world. |
Calls on Lord of Nightmares. Sealed by Lina; can't be cast anymore. |
| 11 |
Nightshade Scythe: Requires the Power of Command to be cast.
Represents the form Ninoa's soul takes during the use of the Power of Command.
This spell brings about the end of the target it's used against. If used
incorrectly, it shatters all the souls of living beings in the world. |
Ninoa's original spell. |
| 11 |
Raugnut Rusyavuna: A curse that turns a living target into a ball of flesh, eternally tormented by snakes of flesh that are eternally devouring it. Can only be cast by powerful mazoku, and can only be negated by destroying the mazoku that cast it. |
Shamanist Magic
The five areas of Shamanism: [ Air |
Earth |
Fire |
Water |
Spirit ]
Shamanism: Air
| Level |
Spell Name and Description |
Other |
| 1 |
Bram Fang: Creates an arrow of wind to cut the target. Incredibly weak against living beings; won't even puncture skin. Can be used to cut things like ropes. |
| 2 |
Aero Bomb: Causes a ball of air to explode, useful in deflecting missiles and oncoming spells. Doesn't do much damage. |
| 2 |
Levitation: The caster is able to levitate, floating up and down in the air. This spell is simple enough that it's possible to cast other simple spells while hovering in the air or flying around. |
| 2 |
Mono Volt: Lightning shoots out from the caster and paralyzes the target. The caster can, alternatively, electrocute the target from within by sticking an edged metallic weapon into them and shooting the electricity into the weapon. |
| 3 |
Air Valm: Creates a wall of wind in front of the caster. Can't block attacks from behind the caster, and can't block Earth-shamanist attacks. |
| 3 |
Diem Claw: The same as Diem Wind, only blowing vertically instead of horizontally. I guess it could temporarily keep things from falling onto the caster's head. |
| 3 |
Diem Wind/Demon Wind: Creates strong winds in front of the caster, strong enough to temporarily keep attackers or missiles from approaching the caster. |
| 3 |
Scatter-Bleed: Dozens of balls of electrical energy fly towards the target, more of an annoyance than a damaging attack. |
| 3 |
Wind Brid: Shoots invisible shockwaves of wind at the target. Not incredibly damaging. |
| 4 |
Arc Brass: Causes lightning to rain down around the caster, in a wide-ranging area of about several city blocks. Very hard if not impossible to avoid. Effects range from simple paralysis to various mental disorders. |
| 4 |
Dimilar Wind: A ball of air is shot towards the target, creating winds strong enough to slash into the ground and damage the target. The range of effect is fairly wide, and there's a good chance of the caster hitting allies as well as enemies. |
| 4 |
Raywing: A spherical shield of wind is created around the caster, allowing them to fly and even to carry other people around, as well as providing defense. Unlike Levitation, this spell requires constant concentration to maintain it. |
| 4 |
Windy Shield: Surrounds the caster with a barrier of wind, defending from all attacks and offensive spells. Concentration is required to maintain the shield, so other spells can't be cast at the same time. |
| 5 |
Bomb Di Wind: Causes a blast of wind that blows away anything directly in front of the caster. |
| 5 |
Dam Brass/Vibration Blast: A red ball of light hits the target, causing focused vibrations to go through the target area and destroy it. The effects don't spread out, so this spell is useful for opening holes in ceilings and walls. |
| 5 |
Raza Klouva: Little points of light fly towards the target like a blizzard, dealing both physical and spiritual damage. This spell is practically unavoidable. |
| 6 |
Digger Volt: A blast of lightning shoots out from the caster's extended hand. A stronger, often lethal version of Mono Volt, it sometimes even causes the target to catch on fire. |
| 7 |
Bram Gush: Creates an arrow of wind which is shot at the target and which bursts at the caster's command. It can shred a target to pieces. |
| 7 |
Ether Storm: Blue lightning strikes multiple
targets, encasing them in ice, which can be shattered, destroying the targets.
Shields can be battered down by the freezing wind that surrounds the lightning.
| Also uses Shamanist-Water. Celise's original spell. |
Shamanism: Earth
| Level |
Spell Name and Description |
Other |
| 3 |
Befis Bring/Earth Spirit Road: Creates a tunnel through the earth, in whatever direction is desired. Doesn't work on wood or metal. |
| 3 |
Blade Haut: A spell designed for use with swordfighting. When this spell is used, swinging the sword causes a shockwave to run across the ground towards the target. |
| 3 |
Dill Brand/Explosion Array: Everything within a circular area of the ground is blasted upwards, creating a large pillar of dirt and rocks. If someone is blasted upwards by this spell, they will probably be knocked out by the fall back to earth. |
| 4 |
Bogardic Elm: Turns the ground into a swamp, making movement difficult. |
Also uses Shamanist-Water. Naga's original spell. |
| 4 |
Dug Break: Returns all earth in the area to its natural state. Golems and Earth-shamanist spells are neutralized. |
| 4 |
Gray Bomb: The earth beneath the target explodes, and the target is damaged by the shockwave. Can only be used on open ground. |
| 5 |
Dug Haut/Stone Spiker: The caster gathers magical energy in their hand and slams it to the ground. Several large spears of rock shoot out from the ground, accompanied by a small earthquake. |
| 5 |
Dug Wave: The earth beneath the target explodes, and the target is damaged by the shockwave. Doesn't require the ground to be bare, so is more versatile than Gray Bomb. |
| 5 |
Mega Brand: Just like Dill Brand/Explosion Array, only affecting a bigger area. |
| 5 |
Vu Vraimer/Spiritual Curse: Creates a rock golem out of any rock and stone in the area. Will obey simple commands given by the caster. |
| 6 |
Mega Vraimer: Creates a humanoid golem with limited intelligence of its own. It might not obey the caster's commands. |
Also uses Shamanist-Spirit. Naga's original spell. |
| 6 |
Vigarthagaia: The caster places their hand on the ground, causing a limited earthquake strong enough to collapse a building. |
| 7 |
Vlave Howl: An area in front of the caster is turned into a pool of magma. |
| 7 |
Vu Raywa/Stone Ghost: The caster creates a dragon statue out of stone, then forces a low-level spirit to possess it, turning it into a golem. It will often go berserk, due to the spell still being somewhat incomplete. |
Naga's original spell. |
Shamanism: Fire
| Level |
Spell Name |
Other |
| 2 |
Burst Rondo: Creates lots of balls of light that burst and spread flames. Doesn't do a lot of damage; the most it can do is cause some burns. But it sure LOOKS impressive. |
| 3 |
Balus Wall/Valis Wall: Creates a shield against all types of flame attacks. Flames are diverted away from the caster. |
| 3 |
Bomb Spread: Creates a ball of light which explodes wherever the caster wants it to explode. Much less damaging than Fire Ball since it's just a flash explosion, not actually creating any flames. |
| 3 |
Flare Arrow: Arrows of flame fly towards the target. A handy spell with which to set things on fire. |
| 3 |
Flare Bit/Inferno Array: Many balls of light are created and flung towards the target. They burst on contact, dealing about as much damage as a punch. Useful for knocking out a target, or for creating lots of smoke. |
| 4 |
Fireball: Creates a ball of fire in the hand of the caster, which can be thrown. Explodes when it hits an object, causing flames to spread out in all directions. |
| 4 |
Flare Lance: A spear of flames is shot towards the target. |
| 5 |
Bomb Rod: Creates a whip of fire, which can be used to attack multiple times, and which can be controlled fairly precisely, making it more likely to hit the target than a spell like Flare Lance. |
| 6 |
Val Flare: An arrow of flames that causes a massive explosion and large amounts of fire damage upon contact with the target. |
| 7 |
Flare Seal: An incredibly effective anti-fire spell, allowing the caster to stand right in the middle of ordinary flames and feel no heat. It takes a very long time to cast, making it not that useful for combat situations. |
| 7 |
Rune Flare: A spear of flaming spiritual energy is shot towards the target. Slightly weaker than Burst Flare. |
| 7 |
Vice Flare: A stronger version of Val Flare, capable of blasting enormous holes through walls. The resulting flames spread out over a very wide area. |
| 8 |
Burst Flare: A ball of light appears and bursts, in a flash of blue-white flame powerful enough to completely incinerate a human target. It can even melt a golem. |
| 9 |
Blast Bomb: Causes fist-sized balls of light to appear. Each individual ball has about the same destructive power as a Burst Flare. An incredibly powerful spell. |
Shamanism: Water
| Level |
Spell Name |
Other |
| 2 |
Aqua Breathe: Allows the caster to breathe while they're underwater; the effects last for a while, so the caster is then free to cast other spells while underwater. However, they will get very wet. |
| 2 |
Aqua Create: Creates water. Hence the name. |
| 2 |
Kyu Kyum Spin/Sea Cucumber Spin: Summons sea cucumbers from a nearby body of water. Useful mainly for acquiring large numbers of sea cucumbers. |
| 2 |
Zelas Gort/Summon Jellyfish: Summons jellyfish. |
| 3 |
Dust Chip: Shoots out dozens of tiny arrows of ice. Doesn't do much damage, but hurts a lot. |
| 3 |
Freeze Arrow: Arrows of ice shoot towards the target, doing damage, or freezing the target to restrict mobility. |
| 3 |
Freeze Brid/Freeze Bullet: Spheres of ice shoot towards the target, just like Freeze Arrow only shaped differently. |
| 3 |
Swightflange: The area is filled with fog, reducing visibility for everyone in the area. |
| 4 |
Dark Mist: Fills the area with a dense black fog that will swallow up even magical light. The fog will last for quite some time on its own. |
| 4 |
Freeze Rain: A ball of ice forms in the air and shoots out icicles in all directions until it's destroyed. |
Naga's original spell. |
| 4 |
Icicle Lance: A spear of ice shoots towards the target. |
| 4 |
Sea Blast: The caster places their hand on the surface of a large body of water, causing a large wave to appear. |
| 4 |
Van Rail: The caster places their hand on a surface, and strings of ice spread out from their hand, creating a cobweb shape out of strands of ice. Anything that touches the cobweb of ice will be frozen solid. |
| 5 |
Demonic Crystal: Icy fog billows out from the ground, then suddenly freezes anything caught inside it. |
| 5 |
Ly Briem: A stream of freezing air shoots out from the caster's hand, freezing the target solid. A short-range spell. |
| 6 |
Howl Freeze: Creates a blizzard that damages all targets in the area with frost, impedes visibility, and makes movement more difficult. Non-lethal but incredibly hard to avoid. |
| 7 |
Gray Buster: The temperature in an area is lowered, freezing all living things there. It even freezes the moisture in the air, causing a pretty 'diamond dust' effect. |
| 8 |
Vice Freeze: A ball of ice bursts and covers the area with ice, freezing everything. |
Shamanism: Spirit
| Level |
Spell Name |
Other |
| 1 |
Energy Missile: A small missile of spirit energy
is shot towards the target. Barely does any damage. | Blight's original spell. |
| 2 |
Shadow Snap: The caster sticks a knife into the target's shadow, effectively immobilizing them. The target can negate this spell by using light to erase their shadow. |
| 2 |
Spider Climb: Allows the caster to walk/crawl on most surfaces, whether horizontal, vertical, or angled. The caster must swallow a live spider to temporarily take on the astral signature of a spider. | Blight's original spell. |
| 3 |
Divine/Search: A spell used to find objects with a magical signature that the caster is already familiar with. Can't be used to find objects with no magical signature, and can't be used to find objects that the caster has never seen before. |
| 3 |
Shadow Web: The caster's shadow stretches out into multiple tentacles. Each tentacle can pierce the shadow of a target, immobilizing them in the same way as Shadow Snap. The targets can negate this spell by using light to erase their shadows. |
| 3 |
Telepathy: Allows mental communication, without need for words. |
An innate ability, not a spell that can be learned. |
| 3 |
Vision: A magical teleconferencing spell. A projection of the caster appears somewhere far from where they are, and through it they can communicate with other people. Requires a mage to receive the Vision spell, or a special area where a ritual has been performed. |
| 4 |
Assha Dist: Destroys undead creatures. |
| 4 |
Illusion: The caster sends images into the target's mind. Requires intense concentration on the part of the caster. |
| 4 |
Visfarank: The caster's fists are encased in magical energy, giving them a magical punch of power, and the ability to deflect low-level spells. The magical energy decreases with each swing of the fists. |
Amelia's original spell? |
| 4 |
Web: The caster uses a spider's astral signature to allow them to materialize a sticky web and cast it over an area. This web can easily be cut with magical weapons, or set on fire. | Blight's original spell. |
| 5 |
Bram Blazer/Blue Magic Wave: Shoots a shockwave of blue light at the target. Does both physical and spiritual damage to the target. |
| 5 |
Elmekia Lance/Flash Lance: Shoots a lance of light which does spiritual damage to the target, attacking them from the astral plane. Can be very damaging to spirit beings like mazoku. Against a human target, it will knock them unconscious, but will do no physical damage. |
| 5 |
Fehlzareid: A large amount of damage is dealt to the target by a spiralling ray of light, similar to Bram Blazer, but much harder to avoid. |
| 5 |
Goz Vu Rou: Summons a living shadow which damages the target's spirit and then its body. It can't be dispelled by light. |
| 5 |
Puppet: The caster can control any target that has a spirit, as if they were a zombie. Only simple commands can be given. |
| 6 |
Astral Break: A powerful spell that destroys the target's spirit from the astral plane. |
| 6 |
Astral Vine: An enchantment that will temporarily make any ordinary weapon as powerful as the Sword of Light, and even able to damage mazoku. |
| 6 |
Elmekia Flame: More powerful than Elmekia Lance. Attacks the target's spirit from the astral plane. It does no physical damage, but it can destroy the spirit of a human target. |
| 6 |
Gark Ruhaad: A strong wind shoots out, away from the caster. It attacks both physically and spiritually, and can even damage mazoku. It won't damage allies, as long as they stay close enough to the caster. |
| 6 |
Gu Lu Douger: Summons a Dimos Dragon, a creature that can only be damaged by Spirit-shamanist or Black magic. It won't necessarily obey the caster's commands. |
Naga's original spell. |
| 6 |
Guy La Douger: Summons a Plasma Dragon, a creature with powerful electric breath. The spell requires lots of water to be nearby. The summoned dragon won't always obey the caster's commands. |
Naga's original spell. |
| 6 |
Protect: Makes an object effectively invisible on the astral plane. |
| 7 |
Guumueon: Creates a magical shield around the caster that completely shuts out all other spells. Physical attacks, however, pass through it easily. |
| 8 |
Ra Tilt: A blue-white flame that attacks the target's spirit. Powerful enough to destroy some mazoku in a single hit. |
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