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  1. #1
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    Default How i would like Druid Spell List to Look

    Druid Spells List


    Level 1

    Cure Light Wounds: Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an Undead creature. (A Will save reduces this damage by half.)

    Obscuring Mist: A misty vapor arises around the caster obscuring all sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Obscuring Mist can be burned away with fire spells that hit the area of the mist.

    Summon Nature's Ally I: Summons a Challenge Rating 1 Gray Wolf Ⓢ to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Entangle . Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these Roots and free any entangled creatures. Incorporeal creatures, oozes, are naturally immune. Fire elementals and other fire creatures are immune because they burn through the roots. Enemies in the web’s area must make a Reflex save. If the save fails, the creature is Entangled and can’t move until they either make there Strength check, or the duration expires. The Reflex save must be repeated each time a creature enters the Entangle . Enemies that make their save gain 6 seconds of Entangle immunity, but after that will need to make a new save if they leave and re-enter the Entangle . The buffs Freedom of Movement and Fire Shield will make you immune to this spell.

    Charm Animal Charms an enemy Animal, which will fight as a trusted friend and ally. Charmed Animal get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect.

    Produce Flame Shoots a ray of Fire inflicting 1d5+5 Fire damage per caster level (Maximum damage 5d5+25.) to a single target. A successful Reflex save negates damage

    Jump:Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. However creatures will see no improvement after obtaining a Jump skill of 40.

    Longstrider: Longstrider increases the caster's base run speed by 15%. This is a self buff, and cannot be cast on others.



    Level 2

    Fire Trap: Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d2+2 plus 1 per caster level fire damage. (Maximum caster level 20.) A successful Reflex save reduces the damage by half.

    Resist Energy: Gives an ally Ⓢ limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.

    Fog Cloud A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), similar to a targetable ranged version of Obscuring Mist. Affects party members.

    Lesser Restoration: Dispels magical effects reducing 1 of an ally Ⓢ’s Ability scores, it also eliminates the condition Fatigued suffered by the creature, and improves the Exhausted condition to Fatigued.

    Summion Swarm dot that dose damage per 6 sec

    Summon Nature's Ally II: Summons a Challenge Rating 2 Hyena to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Hold Animal: An Animal becomes Paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The Animal may attempt to make a new Will save every 3 seconds.

    Flaming Sphere: Creates a rolling ball of fire, dealing 2d6 fire damage. A successful Reflex save negates the damage.

    Gust of Wind: This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or smaller enemies must make a Strength check Ⓢ or Dexterity check Ⓢ to negate be knocked prone Ⓢ, and medium or smaller enemies are slowed by the winds unless they make a Reflex save equal to 12+your casting Ability's modifier, but large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire.

    Chill Metal Deals 2d6 + 1 per 2 caster level of Cold damage to a target Humaniod for 12 seconds.

    Heat Metal Deals 2d6 + 1 per 2 caster level of Fire damage to a target Humaniod for 12 seconds.

    Warp Wood Warps locked doors and chests as if a Rogue with a Open Lock skill of caster level+casting Wisdom modifier was attempting to pick the lock.

    Bear's Endurance An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.

    Cat's Grace An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.

    Owl's Wisdom An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level

    Flame Blade weapon you are using gains 1d6 fire damage +1 per 3 Levels

    Level 3


    Protection from Energy Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid Ⓢ, cold Ⓢ, electricity Ⓢ, fire, and sonic Ⓢ.

    Cure Moderate Wounds: Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Neutralize Poison: Detoxifies any sort of venom in an ally Ⓢ, causing him to suffer no additional effects from the Poison. Additionally, it immunizes the ally Ⓢ from any Poison he is exposed to during the duration of the spell.

    Remove Disease: This spell cures all diseases on an ally Ⓢ. The spell does not prevent re-infection after a new exposure to the disease.

    Sleet Storm: Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. This spell affects party members too.

    Summon Nature's Ally III: Summons a Challenge Rating 3 Lioness to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Call Lighting Deals 1d3+3 per caster level (Maximum damage 10d3+30.) electricity damage to each target in its Area. A successful Reflex save reduces the damage by half.

    Contagion: Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.

    Poison: Calls upon the venomous powers of natural predators to infect the enemy with a horrible Poison. Deals 1d10 temporary Constitution damage, and another 1d10 temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.

    Barkskin: Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 for every 3 caster levels above 3rd level, to a maximum of +5 at level 12.

    Snare: Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check Ⓢ every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.

    Spike Growth: Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.

    Water Breathing: Grants the ability to breathe water to you and your allies .

    Daylight Gives incorpal undead drow orcs -2 to rolls

    Magic Fang Greater Gives Natrual Attack for shapeshifted Druid or Druids pet +1 enchantment per 3 Lvls (max+5)

    Wind Wall Protects Vs Arrows and Removes fog type spells


    Level 4

    Dispel Magic: Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.

    Freedom of Movement: This spell enables an ally Ⓢ to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog.

    Cure Serious Wounds: Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Summon Nature's Ally IV: Summons a Challenge Rating 4 Young Razor Cat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Flame Strike A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d3+1d3 points of damage per caster level. (Maximum caster level 15.) 1d3 of the damage is fire damage, but the other 1d3 results directly from divine power and is therefore not subject to being reduced by resistance to fire based attacks. A successful Reflex save reduces the damage by half.

    Ice Storm Hail creates a lingering area of effect for 30 seconds that deals 3d3+9 bludgeon damage and 2d3+6 cold damage every 2 seconds to each creature inside the area. Also reduces movement speed by 50%, and gives -4 to Listen checks.

    Rusting Grasp Gives Natrual Attack Like Rust monsters

    Spike Stones


    Level 5

    Animal Growth Makes pet and shape shifted druid dubble in size

    Stoneskin The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (Maximum caster level 15.) it is discharged. Otherwise it lasts 1 minute per caster level. (Special material component.)

    Cure Critical Wounds Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature. (A Will save reduces this damage by half.)

    Panacea Channels powerful positive energy into a target to wipe away afflictions, restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated Ⓢ, and Poisoned. Against Undead this spell will damage 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20). Undead who make a successful Will save reduce the damage by half.

    Summon Nature's Ally V Summons a Challenge Rating 5 xxx to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Call Lightning Storm Creates a stormcloud in a large radius that persists for 24 seconds plus 3 seconds per caster level, and every few seconds randomly strikes nearby enemies with bolts of lightning from the sky for 5d6 electrical damage. A successful Reflex save reduces the damage by half.

    Wall of Fire This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 20.) to targets within the wall, and deals double damage to Undead creatures. The duration is 10 seconds plus 1 second per caster level.

    Death Ward Grants a friendly creature immunity to death spells Ⓢ and effects, Energy Drained, and negative energy effects.

    Bayful Polymorph Turns none Red Name mob Into a Rabbit

    Hallow All Undead in area Get -2

    Insect Palue Paluge of insects bite target dealing 1 to 6 damage + 1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.

    Level 6

    Fire Seeds Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d3+3 fire damage per caster level (Maximum damage 20d3+60.) to targets around it. A successful Reflex save reduces the damage by half.

    Greater Dispel Magic Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.

    Cure Light Wounds, Mass Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Summon Nature's Ally VI Summons a Challenge Rating 6 xxx to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Bear's Endurance, Mass Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.

    Bull's Strength, Mass Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.

    Eagle's Splendor, Mass Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level.

    Owl's Wisdom, Mass Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.

    Iron Wood Magic Wooden Items Are as Strong As Steel wood shields armor and weapons gain enchantment bonus +6

    Spell Staff Pick 1 Spell lvl 6 or below and get quicken on it for no sp cost. Cool Down 10min or rest


    Level 7

    Cure Moderate Wounds, Mass Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Heal Channels powerful positive energy into allies Ⓢ to wipe away injury and afflictions, restore 10 Hit Points per caster level (Maximum caster level 15.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated Ⓢ, and Poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

    Summon Nature's Ally VII Summons a Challenge Rating 7 xxx to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    True Seeing You confer on the ally Ⓢ the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.

    Fire Storm Deals 1d3+3 fire damage per caster level for targets in the storm area.

    Creeping Doom Swarm of Centipeds at your command Like insect Plague but all Creatures in area effect

    Wind Walk You and your Allies Travel 50% Faster attacking Ends Wind Walk
    Sunbeam Beam causes a Line of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save.

    Level 8

    Cure Serious Wounds, Mass Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Summon Nature's Ally VIII Summons a Challenge Rating 8 xxx to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Word of Recall Teleports you to xxx.

    Sunburst Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save.

    Finger of Death Slays one living enemy. Those that succeed on a Fortitude save instead are dealt 3d3+9 plus 1 per caster level (Maximum caster level 25.) damage.

    Reverse Graveity Creatures Fall up A magical sphere that Makes all enemies who enter it Fall upwords. A successful Reflex save negates this effect.


    Level 9
    Cure Critical Wounds, Mass Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)

    Summon Nature's Ally IX Summons a Challenge Rating 9 xxx to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

    Elemenlal Swarm Summions Mutiple Elementals

    Fore Sight Sixth sense: warns of impending danger +4 insight Bonus on Ac and Saves

    Storm of Vengance: Chunks acid lighting and hail crush and Damange your enemies causing 4 spheres of 2 ft. diameter on impact, each meteor deals 6d3+18 damage of its elemetnal Type (A successful Reflex save reduces the damage by half.), and 2d3+6 bludgeoning damage (No save.) to targets in the area.

    Regenrate Subject severd Limbs grow back Cures 4d8 +1/Level per 6 sec lasts 1min +6 sec level

    Mass Drown Area effect spell like wail but Fills Drowns the targets Fort Save or Die (transmute spell)
    Last edited by pkdeadly2004; 04-08-2012 at 07:58 AM.

  2. #2
    Community Member evilgardengnome's Avatar
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    Quote Originally Posted by pkdeadly2004 View Post
    Bayful Polymorph Turns none Red Name mob Into a Rabbit

    Baleful Polymorph FTW!

    Also, add rabbit stew to the tavern foods.
    Last edited by evilgardengnome; 04-08-2012 at 08:45 AM. Reason: spelling

  3. #3
    Community Member azrael4h's Avatar
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    I would hope that the Summon Nature's Ally spells will get the same buff that the Summon Monster spells did, with three choices of critters. Of course, that probably won't happen, unless they add a lot of animals into the game.
    Anyone who disagrees is a Terrorist...

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  4. #4
    Community Member Diyon's Avatar
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    Some other stuff I'd like to see:

    1:
    Shillelagh

    2:
    Brambles
    Splinterbolt

    3:
    Spikes

    6:
    Freeze

    9:
    Aura of Vitality
    Greater Whirlwind

    ?: (can't remember the spell lvl offhand)
    Thornskin
    Drown
    Extract Water Elemental (because awesome!)
    Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind

  5. #5
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    Quote Originally Posted by Diyon View Post
    Some other stuff I'd like to see:

    1:
    Shillelagh!)
    useless


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  6. #6
    Community Member Diyon's Avatar
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    Quote Originally Posted by Uska View Post
    useless
    If they remove the nonmagical clause this will make acrobats happy, so not useless. Also its a lvl one spell.

    (On regular type quarterstaffs this makes it's base die 2d6. A GS or Alchem would go from 1d8 to 3d6, and an epic would go from 2d6 to 4d6. Provided they'd probably make it more like how deadly weapons is going to function modifiying the base number value)
    Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind

  7. #7
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    i did miss arc lighting
    frost lance and few others do u think they will give druids real spell list or will it be half done no real choice one like artificer one is ?

  8. #8
    Uber Completionist Lithic's Avatar
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    So your basically hoping Druids get all the best spells of both arcane and divines?
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  9. #9
    Community Member Diyon's Avatar
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    Quote Originally Posted by Lithic View Post
    So your basically hoping Druids get all the best spells of both arcane and divines?
    Hoping? Those spells in the OP are all off of the druid spell list. You can almost certainly expect any on that list that are already in DDO to be there.
    Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind

  10. #10
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    Quote Originally Posted by Diyon View Post
    If they remove the nonmagical clause this will make acrobats happy, so not useless. Also its a lvl one spell.

    (On regular type quarterstaffs this makes it's base die 2d6. A GS or Alchem would go from 1d8 to 3d6, and an epic would go from 2d6 to 4d6. Provided they'd probably make it more like how deadly weapons is going to function modifiying the base number value)
    I don't see them doing that


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  11. #11
    Community Member Diyon's Avatar
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    Quote Originally Posted by Uska View Post
    I don't see them doing that
    Like I said, I expect it will be more like the intended deadly weapons effect: In this case, ups the base damage dice by 1d6. While this is good, I really don't see this being overpowered on two of the worst weapons around.
    Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind

  12. #12
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    Quote Originally Posted by Lithic View Post
    So your basically hoping Druids get all the best spells of both arcane and divines?
    druids in pnp get all most all spells i listed note they have no mass heal and they also dont get as meny cc spells as a wizzard/sorc or draining spells.

    druids can heal in raids but with no mass heal they will never be best healers
    Also note no divine power or divine favor type spells and same bab as cleric so there will be hit issues and no blade barrior so saying best spells is very wrong
    Last edited by pkdeadly2004; 04-15-2012 at 06:04 PM.

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