Might of Eden: Spirit Pact Warlock

Spirit: Spirit Pact Warlocks draw their power from the very atmosphere around them, just as the Spirits do. But this has its limits – a Spirit Pact Warlock must work to build up an aura, an area of influence where the power that he or she can draw can be used and recycled quickly to the best effect. With a weak aura, a Warlock can make powers that only influence a small area, because it cannot recapture essence fast enough outside that scope and may end up powerless from overexertion otherwise. A Spirit Warlock’s manipulation is subtle and fast, and requires a lot of concentration – as such, most of their powers are melee oriented, so they need not aim, but instead strike everything around them or strike particular creatures very clearly in their sight. The powers of the Spirit Pact are varied as the spirits themselves, and many Spirit Pact Warlocks can be mistaken for Spirits and mistakenly revered by those ignorant to their powers. A Warlock might form a spirit pact by consuming spirit flesh, or being imbued with spirit essence, or attacked by a malicious spirit that leaves a cursed wound upon the Warlock’s very essence flow.

Features

At-Will Spell: You can choose one from the “Ruinous Rake” or “Aurora Breath” At Will spells.

Living Aura: You have the “Living Aura” pact boon. To your enemies, your form disappears behind a terrifying effigy of gathered essence. As your aura grows in power, your sphere of influence grows with it and your body is replenished by the essence around you.

When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 square to your reach or to the areas of your Spirit Pact Warlock powers for the duration of the encounter (maximum Melee 3, Close Burst 3 or Close Blast 3). In addition, you gain a +1 power bonus to AC until the end of your next turn.

Once per encounter, you can reduce the Close Burst range of your Aura to 1 square as a Minor action if it is 2 squares or larger, and if you do you can spend a healing surge and gain additional hit points equal to twice the number of squares large it was. The additional hit point gain increases to three times the number of squares at 21st level.

Aura: Your “aura” is referred to for certain powers to determine an area of influence. Your aura is equal to the reach of your melee or close Spirit Pact Warlock powers. It is a close burst area around you that moves as you do. Your Aura is not a Zone, and is expanded by your Living Aura pact boon.

Aura of Defense: You can select this ability in place of “Prime Shot”. You have a +1 bonus to AC against attacks by enemies in your aura.

LEVEL 1 AT WILL POWERS

Ruinous Rake Warlock (Spirit) Attack 1
Your implement arm becomes suffused with aura the shape of a large vicious claw that strikes with incredible speed.
At Will @ Arcane, Implement, Force
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma modifier force damage and you can shift 1 square or slide the target 1 square.
Increase to 2d8 + Charisma modifier damage at 21st level.
Effect: If the target is within your aura at the end of its next turn, it takes 1d8 + Charisma modifier force damage.
Increase this damage to 2d8 + Charisma modifier at 21st level.
Special: This power counts as a melee basic attack.

Aurora Breath Warlock (Spirit) Attack 1
You take in a breath and release a torrent that disrupts the essence flow around you.
At Will @ Arcane, Implement, Force
Standard Action Close Burst 1
Target: Each enemy in burst
Hit: 1d6 + Charisma modifier force damage.
Increase to 2d6 + Charisma modifier force damage at 21st level.
Effect: You gain 2 temporary hit points per target, up to a maximum equal to your intelligence modifier.

LEVEL 1 ENCOUNTER POWERS

Fiery Jaws Warlock (Spirit) Attack 1
Your head becomes a burning predatory shape and bites down on an opponent, leaving a gaping, burning wound.
Encounter @ Arcane, Implement, Fire
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier fire damage
Effect: If the target attacks you during its next turn, it takes fire damage equal to your constitution modifier.
Spirit Pact: If the target moves or attacks you during its next turn, it takes fire damage equal to your constitution modifier instead.

Draining Claws Warlock (Spirit) Attack 1
Your arms are surrounded by glowing black and silver aura that enervates your enemy.
Encounter @ Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d12 + Charisma modifier necrotic damage.
Effect: The target takes a -2 penalty to its next attack roll made before the end of its next turn.
Spirit Pact: The penalty is equal to 2 + your intelligence modifier.

LEVEL 1 DAILY POWERS

Spiritwind Wings Warlock (Spirit) Attack 1
From your back sprout glowing wings and a mercury-colored ribcage that covers your body.
Daily @ Arcane, Implement, Stance
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage and you push the target 1 square.
Sustain Standard: You can repeat the attack against the same target or choose a new target.
Effect: You have a +1 power bonus to AC and Reflex defense and can teleport 1 square before or after any attacks you make.

Aura of the Endless Night Warlock (Spirit) Attack 1
You become surrounded in a shroud of darkness.
Daily @ Arcane, Implement, Necrotic, Stance
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 3d8 + Charisma modifier necrotic damage and ongoing 5 Necrotic damage (save ends).
Effect: You have concealment until the end of the encounter. You can end this effect as a minor action.

LEVEL 2 UTILITY POWERS

Sculpt Shape Warlock (Spirit) Utility 2
Essence enters your flesh and warps your appearance.
At-Will @ Arcane, Polymorph
Minor Action Personal
Effect: You physically alter your form, changing cosmetic details such as your skin color, eye color, the shape of your face, hands and feet, texture of your skin, length and shape of your ears and the color, length and detail of your hair. You cannot assume the form of another individual. This gives you a +5 power bonus to bluff checks made to pass off a disguise.

LEVEL 3 ENCOUNTER POWERS

Driving Talons Warlock (Spirit) Attack 3
You swing your implement and your opponent is slashed by a massive, oppressive talon.
Encounter @ Arcane, Implement
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier damage and the target is immobilized until the end of your next turn. It can end the condition as a minor action by dealing 1d8 damage to itself.
Spirit Pact: The attack can target the Will defense instead.

Skeleton Tail Warlock (Spirit) Attack 3
A monstrous skeletal tail forms on your body along with a reinforcing ribcage.
Encounter @ Arcane, Implement
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage and you gain 5 temporary hit points.
Spirit Pact: In addition, you gain a +2 power bonus to Reflex defense until the end of your next turn.

Circle of the Moon Warlock (Spirit) Attack 3
The opponent’s essence reacts to your power and burns a rune upon its skin.
Encounter @ Arcane, Implement, Cold
Standard Action Ranged 3
Special: This attack’s range is affected by your Aura, despite being a Ranged attack.
Target: One creature
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier cold damage. If you apply your Warlock’s Curse damage to this attack, you can reroll any results of 1 on your Warlock’s Curse damage dice and use the higher result.
Spirit Pact: You can reroll any results of 2 or lower instead.

LEVEL 5 DAILY POWERS

Aura of the Red Ash Warlock (Spirit) Attack 5
You become shrouded in the cutting sands of the ash desert.
Daily @ Arcane, Implement, Fire, Stance
Standard Action Close Burst 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier fire damage.
Effect: Creatures within your aura roll two attack rolls and use the lowest result. You can end this effect as a minor action.

Cloak of the Wraith Warlock (Spirit) Attack 5
You are wrapped in a ghostly black cape covered with cackling red gashes.
Daily @ Arcane, Implement, Necrotic, Stance
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Will
Hit: 3d6 + Charisma modifier necrotic damage and the target is weakened until the end of your next turn.
Sustain Action: This power has two different sustain actions. You can choose which one you use each turn and you can sustain the attack even if you miss initially. You can repeat the attack (standard action) or you can become insubstantial until the end of your next turn (minor action). You can end the stance as a minor action.
Effect: You become insubstantial until the end of your next turn.

LEVEL 6 UTILITY POWERS

Silver Feather Flight Warlock (Spirit) Utility 6
You form the essence around you into wings that carry you a certain distance.
Encounter @ Arcane
Move Action Personal
Effect: You fly 2 + your intelligence modifier squares. You can leave a threatened square in this way without provoking an opportunity attack. If you do not end your flight on a stable surface, you land gently on the ground at the end of your turn.

Fortify Aura Warlock (Spirit) Utility 6
Your wounds close as your aura grows.
Daily @ Arcane, Healing
Minor Action Personal
Effect: You can spend a healing surge and regain additional hit points equal to your constitution score.

LEVEL 7 ENCOUNTER POWERS

Claws of the Centipede Warlock (Spirit) Attack 7
The aura of your lower body forms the shape of a centipede that strikes with venomous claws.
Encounter @ Arcane, Implement, Poison
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma + Intelligence modifier poison damage
Spirit Pact: The target is dazed until the end of your next turn.

Dark Tongues of the Aberrant Beast Warlock (Spirit) Attack 7
Black, inky threads like shredded cloth drip off your skin and lash out at the surroundings as though jagged blades.
Encounter @ Arcane, Implement, Necrotic
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier necrotic damage.
Spirit Pact: Each enemy within your aura takes 1d6 + Intelligence modifier damage at the end of its next turn.

LEVEL 9 DAILY POWERS

Fury of the Ocean Serpent Warlock (Spirit) Attack 9
Water and mud meld into your aura, forming a serpentine lower body that snaps its massive jaws at your foes.
Daily @ Arcane, Implement, Stance
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier damage. You can either slide the target 2 squares in any direction, or grab it (until escape).
Sustain Standard: You can repeat the attack against the same target or choose a new target.
Effect: You have a +1 power bonus to attack rolls and AC, a swim speed equal to your land speed and can breathe underwater.

Aura of the Verdant Blades Warlock (Spirit) Attack 9
You become shrouded in the green leaves of the fey jungles.
Daily @ Arcane, Implement, Poison, Stance
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier poison damage
Effect: Creatures within your aura have ongoing 5 poison damage that cannot be resisted or saved against. You can end this effect as a minor action, at which point the damage becomes ongoing 5 poison damage (save ends).

LEVEL 10 UTILITY POWERS

Extend Essence Warlock (Spirit) Utility 10
You expand your aura in a burst of essence, hastening the flow around you.
Daily @  Arcane
Minor Action Close Burst 1
Target: You and each ally in burst.
Effect: The target’s melee attacks and your Aura have 1 added square of reach until the end of your next turn.
Sustain Minor: If the target is within your aura, you can sustain this effect.

Aura Sight Warlock (Spirit) Utility 10
Focusing upon a creature, you see layers of color outlining its head and shoulders.
Encounter @ Arcane
Minor Action Personal
Effect: You gain a +3 bonus to your next Arcana or Insight check.

LEVEL 13 ENCOUNTER POWERS

Soul-Cutting Claws Warlock (Spirit) Attack 13
Your arms turn crystalline and black, with sharp extended digits that pass ghost-like through your opponent’s body.
Encounter @  Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One Creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage
Effect: The target is weakened and takes a -1 penalty to its next saving throw before the end of its next turn.
Spirit Pact: This attack ignores resistance or immunity to Necrotic damage.

Aura Push Warlock (Spirit) Attack 13
You throw out your aura in an inescapable spread that smothers your enemies.
Encounter @ Arcane, Implement, Force
Standard Action Close Burst 1
Special: This attack’s area is not affected by your Living Aura pact boon.
Target: Each creature in burst
Attack: This attack is always a non-critical success.
Hit: 1d6 + Charisma modifier damage and you push the target 1 square.
Spirit Pact: You push the target 2 squares instead.

LEVEL 15 DAILY POWERS

Aura of the Frigid Peaks Warlock (Spirit) Attack 15
You become shrouded in the petrifying chill of the frozen mountains.
Daily @ Arcane, Implement, Cold, Stance
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 3d10 + Charisma modifier cold damage.
Effect: Creatures within your aura are slowed and cannot shift. You can end this effect as a minor action.

Arms of the Aberrant Lord Warlock (Spirit) Attack 15
Your arms become sheathes of tentacles that fly out at your enemies.
Daily @ Arcane, Implement, Acid, Stance
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier acid damage and the target is lifted 10 feet above ground and dropped prone in any square of your choice within 2 squares.
Sustain Standard: You can repeat the attack.
Effect: You gain Resist 5 against all damage from powers that target AC or Reflex defense until the end of the encounter.

LEVEL 16 UTILITY POWERS

Crystalline Flight Warlock (Spirit Pact) Utility 16
You sprout beautiful jeweled wings that carry you easily aloft, but may shatter if struck precisely.
Daily @ Arcane
Minor Action Personal
Effect: You gain a Fly speed equal to your speed until the end of your next turn, and can Hover.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes or until an enemy scores a critical hit against you.

Aura Jump Warlock (Spirit Pact) Utility 16
You travel through your own aura to another location.
Encounter @ Arcane, Teleportation
Immediate Interrupt Personal
Trigger: You are attacked.
Effect: You teleport to any square within your aura.

LEVEL 17 ENCOUNTER POWERS

Scornful Gaze Warlock (Spirit) Attack 17
An authoritative glare from your majestic face leaves your opponent reeling.
Encounter @ Arcane, Implement, Psychic, Fear
Standard Action Close Burst 1
Target: Each creature in burst that has line of sight to you
Attack: Charisma vs Will
Hit: 2d10 + Charisma modifier psychic damage and you slide the target 3 squares in any direction and it falls prone.
Spirit Pact: You slide the target 2 + your intelligence modifier squares instead.

Shredded Black Wings Warlock (Spirit) Attack 17
Your aura forms a cloak which lifts up into two tattered wings, which reach out and skewer an opponent.
Encounter @ Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex, two attacks
Hit: 2d10 + Charisma modifier necrotic damage per attack. You can shift 1 square.
Spirit Pact: You can hover 5 feet above ground until the end of your next turn. You can move through enemy spaces (but must end your movement in unoccupied squares) and ignore difficult and hindering terrain. This happens even if you miss.

LEVEL 19 DAILY POWERS

Zeal of The Land Warlock (Spirit) Attack 19
The earth around you melds over your aura, plants and soil becoming a pair of tendril-covered claws and a breastplate of hard ground for your use.
Daily @ Arcane, Implement, Stance
Standard Action Melee 1
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage and the target is restrained until the start of your next turn.
Sustain Standard: You can repeat the attack against the target or against a new target.
Effect: You gain 10 + Constitution modifier temporary hit points and can Burrow equal to your land speed.

Aura of the Scorching Hells Warlock (Spirit) Attack 19
You become shrouded in the malevolent fires of Septinum.
Daily @ Arcane, Implement, Fire, Stance
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 3d10 + Charisma modifier fire damage.
Effect: Creatures within your aura are weakened. You can end this effect as a minor action.

Killing Claws of the Verdugo Warlock (Spirit) Attack 19
Your arms turn to black claws that can easily dismember their targets.
Daily @ Arcane, Implement, Stance
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Reflex.
Hit: 4d6 + Charisma modifier damage.
Effect: Your attacks score critical hits on rolls of 18-20 until the end of the encounter. You can teleport 2 squares as a free action after a successful critical hit.

LEVEL 22 UTILITY POWERS

Monstrous Form
Warlock (Spirit Pact) Utility 22
You erupt your aura to acquire a beastly form.
Daily @  Arcane, Polymorph, Stance
Minor Action Personal
Effect: Your Aura becomes a Close Burst 3, and you have a +2 power bonus to AC and attack rolls, and gain 15 temporary HP. You gain no benefit from your pact boon and cannot use your Warlock’s curse. You can end this stance as a minor action.

Aura Manipulation Warlock (Spirit Pact) Utility 22
You transfer your malignant aura to another creature.
Encounter @ Arcane
Minor Action Ranged 10
Target: One creature under your Warlock’s curse
Effect: Until the end of your next turn, your Aura and Warlock powers can originate from the target’s square.

Rampant Aura Warlock (Spirit) Utility 22
Suddenly, your aura spreads to cover the entire battlefield.
Daily @ Arcane
Minor Action Personal
Effect: Your aura becomes 10 squares until the start of your next turn.

LEVEL 23 ENCOUNTER POWERS

Sigh of the Winter Falls Warlock (Spirit) Attack 23
You blow a gasp of cold air at an enemy and freeze it inside and out.
Encounter @ Arcane, Implement, Cold
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier cold damage and the target is petrified until the end of your next turn.
Spirit Pact: Miss – Half damage and the target is slowed until the end of your next turn.

Shadowsting Warlock (Spirit) Attack 23
Your opponent knows not what hit him, but he can barely fight back.
Encounter @ Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One creature
Attack: Charisma vs Fortitude
Hit: 4d6 + Charisma modifier necrotic damage and the target is slowed and weakened until the end of your next turn.
Spirit Pact: The target is slowed even if you miss.

LEVEL 25 DAILY POWERS

Aura of the Black Void Warlock (Spirit) Attack 25
You become enshrouded by a cloak of utter madness.
Daily @  Arcane, Implement, Psychic, Stance
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 5d10 + Charisma modifier psychic damage.
Effect: Creatures within your aura treat all creatures as enemies for the purpose of opportunity attacks and must take all opportunity attacks possible. You can end this effect as a minor action.

Aura of the Second Sky Warlock (Spirit) Attack 25
You become suffused with a warm, healing radiance.
Daily @ Arcane, Implement, Healing, Stance
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 4d10 + Charisma modifier damage.
Effect: Allies within your aura have Regeneration 5. You can end this effect as a minor action.

LEVEL 27 ENCOUNTER POWERS

Breath of the Elder Spirits Warlock (Spirit) Attack 27
Your face takes on a spirit visage as you spew a prismatic cloud at your opponents.
Encounter @  Arcane, Implement, Fire, Acid, Cold, Lightning
Standard Action Close Burst 1
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire, acid, cold, and lightning damage and the target is blinded until the end of your next turn.
Spirit Pact: You add a bonus to the damage roll equal to your intelligence modifier.

LEVEL 29 DAILY POWERS

Armor of the Greater Spirit Warlock (Spirit) Attack 29
Your body becomes completely covered in hardened aura, and your form takes on the appearance of an sleek steel creature with armored skin, wings and claws.
Daily @  Arcane, Implement, Necrotic, Fire, Stance
Standard Action Personal
Effect: You gain a +2 power bonus to attack rolls, Resist 5 to all damage, can fly (hover) and teleport your intelligence modifier in squares as a move action. You cannot use any of your powers except melee basic attacks, but as a standard action you can make any of the following Charisma vs Reflex, Miss Half attacks:
Melee 1, Target One Creature; 5d8 + Charisma modifier damage.
Close Burst 3, Target Each Creature In Burst; 4d6 + Charisma modifier necrotic damage.
Close Blast 5, Target Each Creature In Blast; 3d10 + Charisma modifier fire damage.

Imitarimancer Paragon Path

Essence, the spirit blood, it can become anything. Therefore, so can I.

Prerequisite: Warlock class, spirit pact, 11th level

Your pact with the spirit world has turned your body into a true spirit shell, capable of shifting completely to different forms and acclimatize to their different characteristics. You can adapt to different circumstances and withstand different environments, all the while fighting with a prowess that rivals those beings in their own natural habitats.

Imitarimancer Path Features

Imitator’s Action (11th level): Whenever you spend an action point to take an extra action, if you are under the effect of a spirit pact Stance power, you gain the ability to fly, swim or climb your speed with a move action until the end of your next turn.

Mind Acclimation (11th level): While under the effect of a Spirit Pact stance power, you have a +1 bonus to Reflex and Will defense and can shift 2 squares as a move action.

Body Acclimation (16th level): While under the effect of a Spirit Pact stance power, you have a +1 bonus to AC and Fortitude defense and can use your Second Wind as a minor action.

Imitarimancer Powers

Warped Strike Imitarimancer Attack 11
You make an attack against the target that was not your own.
Encounter @ Arcane
Standard Action Melee 1
Target: One creature
Effect: You make the target’s basic attack against itself. The target rolls this attack and its damage against itself. The target cannot resist the damage, nor negate the damage or any of the conditions imposed by the power via its own immunities.

Polymorph Self Imitarimancer Utility 12
Your body morphs completely.
At Will @ Arcane, Polymorph
Standard Action Personal
Benefit: You alter your physical form to take on the appearance of any medium humanoid or beast, including unique individuals. (See Change Shape, MM).

Warped Assault Imitarimancer Attack 20
You strike the target with its own intense power.
Daily @ Arcane
Standard Action Close 1
Target: One creature
Effect: You make one of the target’s at-will or recharge attacks that it has used during the course of this encounter. The target rolls this attack and its damage against itself. The target cannot resist the damage, nor negate the damage or any of the conditions imposed by the power via its own immunities. The target does not need to have the power recharged, nor does it have to recharge it again after its use by this power.

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Categories: D&D 4e | 5 Comments

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5 thoughts on “Might of Eden: Spirit Pact Warlock

  1. I decided to post the completed Might of Eden stuff in separate chunks, because otherwise it’d be too huge for a blog post, and also it’d be more difficult for people to really appreciate the classes along with a bunch other stuff in a massive post.

    As usual, please excuse any typos or just general weird language in the powers. That’ll get worked out. And sorry about no paragon path for now. I have midterms STILL, and some reporting work to do.

    This Warlock is a flavorful addition to Spirits of Eden. It is primarily a melee fighter, but can fight at a certain range if Living Aura gets big enough. However, it’s still very much a glass cannon compared to real melee characters, despite quite a few things to make it hardier than other Warlocks, so you have to be careful. The idea of the Spirit Stances is that every Warlock could put one on and go lay the smackdown with other powers. However, you have to watch out, because your aura doesn’t discriminate between you and your allies.

    Some other stances have a different idea. They are like “Form of” spells, where you can deliver an attack, gain an advantage (the effect) and continue using the same attack if you want. Sustain along with Stance is VERY unorthodox, I know, and I’m looking for ways around that, but I don’t want people to be able to combine multiple of these forms, so hence why the Stance clause is there. If you use a Stance, it automatically ends any Stance you were already using, very much in the flavor of these transformations.

  2. This pact is really cool. I’m really tempted to join your playtest game, but not sure I really have the time this week.

  3. They’re next week, if that changes anything. I encourage you to keep an eye out for updates though, because if, for example, I have a day where my reporting work goes south, and I go home early, I can host earlier. Or if I have a particularly good day, then my times become more flexible the next day.

    Thanks for your comment!

  4. Pingback: Spirits of Eden: The Work So Far « The Spirits of Eden

  5. Pingback: Might of Eden Week Part 2: Warlock « The Spirits of Eden

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