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  • Sex                    Female

  • Race                  Human

  • Age                    27 

  • Height               5'5"

  • weight              140 lbs

  • Home Land     Parminten a small town just outside of the Univell capital

  • Occupation      Bard

  • ​

  • Religion / spirituality

    • Grounded by the laws of the empirical nation of Univell, but before all else he trusts in the legends of the Monastery and the Gods to guide him on his journey.

    • ​

  • Attributes/Abilities

    • A songstress that can memorize an audience

By age 13, she became serious about pursuing a music career, though she still concentrated on theater. When she first arrived in Univell capital to meet with her managers, she expressed a desire to perform publicly. By age 13, she became serious about pursuing a music career, though she still concentrated on theater. When she first arrived in Univell capital to meet with her managers, she expressed a desire to perform publicly. By age 13, she became serious about pursuing a music career, though she still concentrated on theater. When she first arrived in Univell capital to meet with her managers, she expressed a desire to perform publicly. By age 13, she became serious about pursuing a music career, though she still concentrated on theater.

  • Sex                    Male

  • Race                  Human

  • Age                    newborn – 21 (comes of age throughout the story)

  • Height               6'2"

  • weight              190lbs

  • Home Land     Parminten a small town just outside of the Univell capital

  • Occupation      Army Scout / Ranger

  • Religion / spirituality

    • Michael is Grounded by the laws of the empirical nation of Univell, but before all else he trusts in the legends of the Monastery and the Gods to guide him on his journey.

  • Attributes/Abilities

    • A Beast Master who can exploit every advantage of his environment. He prefers to fight in light armor and strike with precise attacks.

Michael Archail is son of Maximus Night and Elizabeth Night (Archail). He is born to the world with wings. Not much is known about this because he is the first of his kind. Because of his fathers destroyed reputation and his wings as a child Michael kept to his self and chose to be called by his mother’s maiden Name. In Michael’s teen years he has becomes much more confident and realizes his gifts.

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Michael is first introduced in birth. His birth coincides with the possession of his father caused by the interaction with an ancient sword. While playing the game Michael’s growth and development will be visited on multiple occasions. He is primarily cared for by his mother, but will depend heavily on his uncle Alexander for mentorship.
Michael often joins his uncle Alexander when meeting with the royal family of Univell. It is during these meetings that he develops a strong friendship with Victoria Sorley. Michael and Victoria become best friends and when visiting are inseparable.

  • Sex                    Male

  • Race                  Human

  • Age                    43

  • Height               6' 1"

  • weight              190 lbs

  • Home Land     Univell

  • Occupation      Artifact Excavator

  • Religion / spirituality

    • Grounded in the empirical nation practices of Univell, yet trusts in the legends of the Monastery.

  • Attributes/Abilities

    • In the beginning a swift and agile explorer. In the end a lord of the dark arts and the most powerful Necromancer in the world.

Maximus starts out as the main character of the story. Samson is explaining to Maximus and Nicholai Chartais, the captain of the air ship, the legendary island believed to exist on the back of a giant sea turtle and how they can chart their destination. Maximus goal is to uncover the ancient artifact believed to exist on the island and share it with the rest of the world. The financial gain promised by the discovery is only a bonus to the adventure and discovery he is set out for.

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Maximus Night is a well-known Artifact Excavator who travels the world in search of ancient artifacts that reveal the past civilizations and their cultures. He is husband to Elizabeth Night and father of Michael Archail Night. Maximus is the catalyst for an ancient evil which will be released on to Nevaeh. 

  • Sex                    Male

  • Race                  Human

  • Age                    35

  • Height               6' 3"

  • weight              230 lbs

  • Home Land     Univell

  • Occupation      Landed Gentry

  • Religion / spirituality

  • Lives in the empirical nation of Univell, yet trusts in the legends of the Monastery.

  • Attributes/Abilities

  • A Champion Arcane Warrior confident when leading in battle who focuses on Heavy hitting and wields fire stone abilities in combat.

Alexander Archail is brother to Elizabeth Archail and brother in Law to Maximus Night. He is one of many Landed Gentry who served as a Knight of the Kings Army, with payment in the form of gold, silver, and land holdings. Alexander is training to become a knight in the world renowned army of Univell. Alexander has a profound sense of honor and devotion to duty. 

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The clashing of swords of what appears to be a lord knight against a powerful landed gentry ensues. The knight strikes two heavy blows the first of which blocked by shield and the second evaded. Suddenly the landed Gentry acts out what would be the final blow ending the sparring match.
Maximus approaches Alexander after the Landed Gentry training session in the Colosseum of Univell. Maximus chooses Alexander as his trusted partner on this possibly dangerous journey to the legendary island of Numinure. At first Alexander was reluctant to follow Maximus on such a journey, but his profound sense of duty forced him to secure the safety of his brother-in-law. Just as he has protected his younger sister throughout their lives. The financial promise didn't hurt either.

  • Sex                    Male

  • Race                  Human

  • Age                    51

  • Height               5' 9"

  • weight              190 lbs

  • Home Land     Unknown

  • Occupation      Treasure Hunter

  • Religion / spirituality

  • Trusts in the spirits of Nevaeh and believes that they will return the world to a more natural state.

  • Attributes/Abilities

  • A master manipulator who finds a way to get what he wants out of people and situations. He will become a powerful necromancer.

Not much is known about Samson Quarner he keeps his past off the subject and has a convincing way about him. He is after a legendary artifact and will do anything to take ownership of it. In the course of the game Sampson the conjurer of evil will take on a menacing form that our heroes will have to defeat.

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Sampson is the key conspirer in what sets free and ancient evil upon the world. His first introduced in the market where Elizabeth Night sells her merchandise. Sampson at first it's trying to explain to an airship captain that he is a treasure hunter on a journey of unimaginable riches. The airship captain blows Sampson off in disbelief, but is quickly rebounded by the inquiry of a beautiful young woman by the name of Elizabeth. He takes notice that Elizabeth is pregnant and begins to turn away, but Elizabeth's convincing nature caused him to listen further. She explained to him that she is responsible for her husband's journeys to uncover ancient artifacts in order to enlighten the world, and that her husband's crew would be perfect for this adventure.

  • Sex                    Female

  • Race                  Human

  • Age                    32

  • Height               5' 7"

  • weight              135 lbs

  • Home Land     Eurolaian

  • Occupation      Air Ship Captain

  • Religion / spirituality

  • Of the empirical nations who are more concerned with modernization and industrialization than spirituality.

  • Attributes/Abilities

  • A master air ship captain who wields a lancet for hunting and commands the winds with the magic stone that fell into his lap.

Nichole Charitas is an esteemed Air Ship Captain and family friend of the Night Family. Nicholai is always ready to serve as captain for the Night family who came to her aid as a young girl. She has seen many of adventures lending herself as a ship for hire. Her sense of duty runs deep but never gets in the way of a quick buck. She can be a bit brash and quick to judge, but her intentions are always good

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Nichole is introduced early in the game as the airship captain that gets the treasure hunting crew to Numinure. Nichole and Alexander consistently argue and lay insult onto each other. Although, the relationship between Nichole and Alexander seems fickle their bond is strong. The friendship of Maximus and Nicholai is evident early on, and serves as a framework to Nichole’s involvement in the future journeys that may be the key to freeing the world from her friend’s possession.  
Later in the game when Nicholemeets Michael for the first time she is blown away by his resemblance to his father Maximus. She instantly chooses to help Michael on his journey to ensure the future of Nevaeh.

  • Sex                    Male

  • Race                  Gernian (equivalent to African)

  • Age                    75

  • Height               5' 8"

  • weight              170 lbs

  • Home Land     Naminure

  • Occupation      Monk / Cleric / Healer / Holy Warrior

  • Religion / spirituality

  • Trusts in the spirits of Nevaeh and believes that they will return the world to a more natural state.

  • Attributes/Abilities

  • Although not physically powerful Artimis is a master of the elements and summoner of the spirits of Nevaeh.

Artimis Cade is the sole survivor of Naminure the turtle Island. All of the other disciples of the monastery perished with the island as it fell. Artimis is now in search of the ancient stones that projected him from the island as it crumbled. He believes that the stones are the key to freeing the world from the evil that has been bestowed upon it.

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We are first introduced to Artimis Cade on the island of Naminure. After Nichole crash lands her airship in the basin of the island Maximus, Alexander and a small crew set out to explore the island. After the crews encounter with the Satyr they stumble upon the holy monastery of Naminure. The crew is brought in to the monastery under the care of Artimus who trusts them to take refuge and then be on their way. 
Once Maximus touches the ancient evil sword he sets forth a cataclysmic event that lay waste the island of Naminure. Artimus will not be seen again until the birth of the Princess of Univell. Where he will present her with a rare beasts unknown to these lands as a gift.

  • Sex                    Female

  • Race                  Philexion

  • Age                    18

  • Height               5' 1"

  • weight              105 lbs

  • Home Land     Frezneilio

  • Occupation      Huntress

  • Religion / spirituality

  • Tribal believe that she is born of the land and her body will return to the land after death.

  • Attributes/Abilities

  • A hyper swift and agile huntress who has the ability to shift and manipulate water to her will.

Kealeena Sazo daughter of Tamiraku Sazo a master hunter of the Tanzmeridia tribe of Frezneilio. She is a wild spirit and often finds herself in more trouble than she can handle. Her father tends to keep a close eye on her and is always prepared to get her out of a jam.

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While searching Nevaeh for the mystic water stone the party of travelers are bombarded by a wild beast being hunted by a small feline like creature. The feline creature heads the beast off as it charges the party and she makes the kill. She kneels and begins saying a prayer in an unknown language over her prey. The group approaches the girl and she springs into action defending her keep. She fights fearlessly but is over powered by the group. Once defeated you see that she is wearing the water stone as a pendant in her necklace. Then she speaks. The player now must choose whether to finishes the girl and take the stone or show her mercy and possibly loose the stone for good.

  • Sex                    Male

  • Race                  Arkolyite

  • Age                    136

  • Height               7' 3"

  • weight              564 lbs

  • Home Land     Nantra

  • Occupation     Land Leveler

  • Religion / spirituality

  • more concerned with modernization and industrialization than spirituality.

  • Attributes/Abilities

  • Has the strength of roughly 20 men and has been blessed with the mineral stone giving him the ability to manipulate mineral.

  • Brawn Zerka is a land leveler of the Gerninian trade commission which has been trading etherite with Univell for close to a century. He belongs to the Arkolyite race which are massive Yeti like humanoids who prefer living in the cooler temperatures and can live up to two hundred and sixty years of age. Although Brawn is capable of major destruction he is gentle by nature and as loyal as a friend can be.
    ​

  • Inside the town Inn/Tavern the group stops in for a drink and a room. While in the pub a local group of gangsters set fire to the Tavern because the owner threw them out the night before for not paying their tabs. The gangsters attempt to ransack the Tavern while the group is sleeping. When Alexander wakes up the Tavern is engulfed in flames and beginning to fail.
    Alexander is trapped by the flames and looking for a way out. Overwhelmed by the smoke he begins to faint. Suddenly Brawn Zerka crashes through the wall of the Inn and grabs Alex while holding two others and runs them out of the burning Inn.

  • Sex                    Female

  • Race                  Human

  • Age                    30

  • Height               5' 6"

  • weight              130 lbs

  • Home Land     Univell

  • Occupation      Master Merchant

  • Religion / spirituality

  • Grounded in the empirical nation practices of Univell, yet trusts in the legends of the Monastery.

  • Attributes/Abilities

  • A Master Merchant who can persuade someone to buy ice for their hot drink in the mist of winter.

Elizabeth Night is a master merchant and traveler, wife to Maximus Night and mother of Michael Archail Night. She is often responsible for her and her husband’s travels to unexplored lands in search of ancient artifacts. She takes unrelated discoveries that are both rare and beautiful to sell in the market. She is always looking for their next adventure. 

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Elizabeth Night a master merchant is in the final stages in her pregnancy. In the market where Elizabeth sells the spoils of her and her husband’s travels. She over hears Samson a treasure hunter trying to convince an air ship captain to take his commission for a journey of unimaginable riches. When the captain blows Samson off in disbelief Elizabeth grabs his attention and begins to discuss the journey. Elizabeth knowing that there is truth too many of the legendary magic’s in the world decides to take him up on his offer. She personally begins to assemble the team that will set sail for the ancient artifact.

​

Facial features will resemble Aishwarya Rai Bachan

  • Sex                    Male

  • Race                  Human

  • Age                    47

  • Height               6' 0"

  • weight              220 lbs

  • Home Land     Univell

  • Occupation      King

  • Religion / spirituality

  • Of the empirical nations who are more concerned with modernization and industrialization than spirituality.

  • Attributes/Abilities

  • A compassionate and fair leader who is always looking to improve the lives of those around him.

Alistair Sorley is the King of Univell a young and flourishing kingdom. He does his best to rule the land in a fair and just manner. He was born of royal blood but raised as a common man. It was the will of his father Geoffery Sorley that his son know the people of his kingdom so as soon as the boy was old enough to travel that is what he did. 

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Alistair Sorley is introduced as the king of Univell at his daughter's birth celebration. As the people of the Empire celebrate the birth of Victoria Sorley Alistair greets his guests with a show of magic and fireworks. He introduces Victoria to the people and gives a speech about how she will be raised as he was, a servant of the people. And that the Empire can rejoice that the goodwill of the monarchy will continue. 
Throughout the game Alexander will be in continuous dealings with the King to provide the resources for his missions of seeking justice for the land.

  • Sex                    Female

  • Race                  Human

  • Age                    36

  • Height               5' 4"

  • weight              125 lbs

  • Home Land     Univell

  • Occupation     Queen

  • Religion / spirituality

  • Rules over the empirical nation of Univell, yet trusts in the legends of the Monastery.

  • Attributes/Abilities

  • A compassionate and fair leader who is always looking to improve the lives of those around her.

Sarah Sorley is the queen of Gradiva Eurolay she was born a common girl in Indiprina, Mandrill and in Alistairs diplomatic travels to Indiprina they coincidentally met and fell in love. She loves him for his kind heart and leadership. Eurolai is a much older empire and has fallen to many corruptions to which her father has tirelessly battled. Sara's marriage to Alistair has united the kingdoms.

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Sarah Sorley is introduced as the Queen of Eurolay at her daughter's birth celebration. As the people of the Empire celebrate the birth of Victoria Sorley Sarah greets her guests with a show of magic and fireworks. Alistair introduces Victoria to the people and gives a speech about how she will be raised as he was, a servant of the people. And that the Empire can rejoice that the goodwill of the monarchy will continue.
After the King dies attempting to save his teenage Daughter Victoria from her captors, a group of demon soldiers that invaded the castle while the empire was under attack. Sarah is left to rule the kingdom sad and alone.  She has Employed Alexander Archail and Michael Archail Night to Rescue her daughter and bring justice to her husband at any cost.

  • Sex                    Female

  • Race                  Human

  • Age                    newborn – 21 (comes of age throughout the story)

  • Height               5'4"

  • weight              128lbs

  • Home Land     Gradiva kingdom, Eurolai

  • Occupation     Princess and keeper of coin

  • Religion / spirituality

    • Lives in the empirical nation of Univell, and trusts in the legends of the Monastery.

  • Attributes/Abilities

    • An expert archer and medicine woman, who will learn that she not only has the power to heal but to restore what has been lost.

Victoria Sorley is the new born princess. Her birth has gained international attention and has influenced many travelers to bring her gifts from their native lands to strengthen their current and future relationship with the Univell Empire. She will be presented with a rare beast of legend by Atimis Cade the sole survivor of Naminure.

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We are first introduced to Victoria up on her first she is a princess of Univell. She is presented with a rare beast by a mysterious monk of the legendary fallen turtle Island of Naminure. As the game progresses we will see Victoria at different stages in her youth all the while growing her friendship with Michael and her companion Lynx the rare beast. 
Victoria grows to become an expert archer and medicine woman. Her archery is a skill that has been practiced and mastered, where her medicinal skills came naturally and somewhat magically. She is often responsible for carrying for the wounds of Michael as he learns to fly.

  • Sex                    Male

  • Race                  Philexion

  • Age                    43

  • Height               6' 5"

  • weight              280 lbs

  • Home Land     Frezneilio

  • Occupation     Tribal Chief

  • Religion / spirituality

  • Tribal believe that He is born of the land and his body will return to the land after death.

  • Attributes/Abilities

  • A powerful guardian who prefers to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live

Tamiraku Sazo is the father of Kealeena Sazo and next in line to be recognized as elder chief of the Tanzmeridia tribe of Frezneilio. He has protected the members of his tribe for countless years and has become a renowned warrior in his lands. Although he has become hardened by battle he hold a special place in his heart for those who are close to him. He will sacrifice everything to protect those who he loves.​

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​Tamiraku Sazo is introduced after the player’s party encounters Kealeena Sazo. If the player chooses to show mercy to Kealeena Sazo she will bring the party to her village where they can heal and collect rare goods that can only be found there. It is in the village where he will meet Tamiraku Sazo. Choose your words carefully because Tamiraku will not be happy that you have attacked his daughter. If you choose your words wisely you will forever be a friend to the Tanzmeridia tribe.
If the player chooses to destroy Kealeena Sazo in order to obtain the water stone Tamiraku will attack the party and attempt to save his daughter. If you are able to defeat Tamiraku you will be chased from the island forever be enemy to the Tanzmeridia tribe.

Character Classes / Professions

Barbarian

A warrior who uses brute strength and raw fury to excel in combat, instead of the honed skills of the Fighter or measured strength of the Monk. Barbarians can tap their inner fury to fly into a berserker-like rage. Once the rage is expended, the barbarian becomes fatigued for the remainder of the encounter. Rage provides bonuses to Strength, Constitution, and Will saving throws (which can make barbarians surprisingly resistant to harmful magic), and a glut of additional hit points which expire along with their rage. Rage also reduces armor class and interferes with any skill requiring patience or concentration. As barbarians gain in power, their rage can be used more often and provides even larger Strength and Constitution bonuses, while taking less of a toll on their bodies.

Bardic

Versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. They are often poets, singers, song writers, story tellers. explicitly a jack-of-all-trade class, with a limited selection of thief skills (pick pockets, detect noise, climb walls, and read languages) a limited wizard spell progression, access to proficiency in any weapon, and some special bardic music abilities and bardic lore.  like wizards, they have to keep a spell book and cannot cast spells while in armor. They can learn any spell they have access to (as a mage would). Bards' biggest advantage is their use of the rogue advancement table, which is the fastest in the game. Bards cast spells using their actual class level as their caster level. Since bards are usually higher level than the party's wizard, the spells they can cast are often more powerful than the wizard's. A bard who focuses on spells that improve with caster level (such as Magic Missile and Fireball) is a very potent magical threat. Their ability to use any weapon, combined with rogue attack strength, makes them a credible offensive threat even without magic, provided they have some form of magical Armor Class-boosting equipment.

Monk / Mystic / Cleric

Versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. They are often poets, singers, song writers, story tellers. explicitly a jack-of-all-trade class, with a limited selection of thief skills (pick pockets, detect noise, climb walls, and read languages) a limited wizard spell progression, access to proficiency in any weapon, and some special bardic music abilities and bardic lore.  like wizards, they have to keep a spell book and cannot cast spells while in armor. They can learn any spell they have access to (as a mage would). Bards' biggest advantage is their use of the rogue advancement table, which is the fastest in the game. Bards cast spells using their actual class level as their caster level. Since bards are usually higher level than the party's wizard, the spells they can cast are often more powerful than the wizard's. A bard who focuses on spells that improve with caster level (such as Magic Missile and Fireball) is a very potent magical threat. Their ability to use any weapon, combined with rogue attack strength, makes them a credible offensive threat even without magic, provided they have some form of magical Armor Class-boosting equipment.

Druid

Druids wield nature-themed magic. Unlike the cleric, druids do not have special powers against undead and, in some editions, cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings. They are proficient in simple weapons and light armor, use staves and totems as implements, generally use Wisdom for power attack and damage rolls and, like all primal classes, their powers are called evocations.

Fighter

versatile, weapons-oriented warrior who fights using skill, strategy and tactics. The fighter's role is that of a defender, which involves high hit points, good defensive capabilities and the ability to protect other party members from enemies. Unlike the other core defender, the paladin, the fighter cannot heal allies and has more limited ranged combat capabilities, but has greater damage dealing and mobility control abilities. Fighter attack powers are generally weapon-based and use Strength for attack rolls, although they also have a number of powers which benefit from Dexterity, Wisdom or Constitution. Some fighter attacks have an additional benefit if used with weapons from a specific group, such as axes, spears or light blades.

Magic-User / Mage / Wizard

A wizard uses arcane magic, and is considered less effective in melee combat than other classes. Wizards cast their spells by using their acquired magical knowledge (augmented by their Intelligence score) and experience. In particular, they learn most new spells by seeking out magical writings and copying them into their spell books, a method that allows them (unlike sorcerers) to master any number of permissible spells once they find them, assembling a broad and versatile arsenal of power. Many wizards see themselves not only as spell casters but also as philosophers, inventors, and scientists, studying a system of natural laws that are for the most part unknown and undiscovered. Wizards need to rest prior to spell casting. This may be in the form of sleep or meditation. A wizard who refuses to sleep and then goes on a spell casting binge (which is not entirely impossible, but rare due to temporal allowances) will grow weary - possibly delusional - and may experience many negative health effects.

Paladin

holy knight, crusading in the name of good and order, and is a divine spellcaster. compared to other classes the paladin class has one of the most restrictive codes of conduct in their single-mindedness and utter devotion to good. Paladin characters are expected to demonstrate and embody goodness. Other Paladin class abilities include the ability to detect evil at will, immunity to fear and disease, the ability to cure disease, the opportunity to use "holy avenger" swords with imbued divine spells or extra damage to evil creatures, and to summon a "special mount" - usually a heavy warhorse of unusual strength and intelligence.

Ranger

They are hunters, skilled woodsmen, and often live reclusive lives as hermits. the ranger gains a single animal companion and the ability to specialize in Archery or Two Weapon Fighting. Rangers have the Striker role, specializing in single-target damage, as well as mobility. They have the Martial power source, and, like all Martial classes, their powers are called exploits. Their special abilities make them better suited to hit and run tactics and focusing on a single opponent. Many of their new combat abilities encourage the ranger to use cunning and mobility as opposed to brute force. Other abilities allow the ranger to aid his companions with skill checks and avoiding ambushes.

Sorcerer

A sorcerer is weak in melee combat, but a master of arcane magic, generally the most powerful form of magic. Sorcerers' magical ability is innate rather than studied. Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice." Sorcerers' attack spells generally use charisma, furthermore, many sorcerer spells benefit from high strength or dexterity. Compared to wizards, sorcerers' instinctive grasp of magic has more flexibility within the moment but less versatility overall. That is, they do not need to prepare specific spells in advance, but each sorcerer also acquires a much smaller number of spells, since they do not use spell books and cannot simply copy new spells from others' writing. Conversely, they do not worry about carrying spell books and having them stolen. Other effects of the sorcerers' intuitive approach are that they can cast more spells per day, but qualify for more powerful spells slightly more slowly than wizards.

Thief / Rogue

A rogue is a versatile character, capable of sneaky combat and nimble tricks.  Rogues are swashbucklers, focused on getting to where the enemy does not want them and using the ability to "sneak attack" / "backstab" enemies who are caught off-guard or taken by surprise, inflicting extra damage. They are also highly skilled with training in stealth and thievery.  The rogue is stealthy and dexterous, and capable of finding and disarming many traps and picking locks. The rogue also has

Warlock

Unlike sorcerers and wizards, who approach arcane magic through innate ability or a book of learned magic, a warlock invokes magic through their darkened soul. By harnessing their innate magical gift, warlocks can perform spell-like feats and abilities; since they are not users of true spells in the traditional sense, they can use their invocations while wearing light armor. Warlocks are often evil or chaotic in alignment. Warlocks receive their abilities through the influence of some unearthly being such as a Demon or Fey. They are either born with these powers or receive them through a fell pact, which turns their soul into a dark font of eldritch powers. Warlocks do not cast spells, but instead use spell-like abilities called "invocations", which represent the tapping of the power granted to the warlock. The most important of these abilities is the "eldritch blast" which is the warlock's main offensive ability, firing a blast of magical energy at the target. The major difference that Warlocks have from all other magic users is their ability to use their invocations "at will," without a limit on the number of times an invocation can be cast. In contrast, a wizard or sorcerer can cast a set number of spells every day from a wider selection of spells than a warlock.

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