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SCHOOLS OF MAGIC

INTRODUCTION 4 Fog cloud (obscure)


This document contains lists of spells – complete with names and 5 Breath (environmental protection – survive in airless
trappings – suitable for characters with Arcane Background: Magic. The environments, including underwater)
spells are divided into magical “schools”. Schools are a vague concept,
6 Levitate (porter**)
which may or may not have a social or esoteric counterpart in any given
campaign. Nonetheless it is useful for a player to be able to look at a list 7 Air blast (stun)
of “fire” or “necromantic” spells, for example, to easily select powers
which are appropriate to his vision of his character. 8 Deadly missiles (smite – only affects missile weapons)

These spell lists are also useful for GMs who need to quickly generate a Seasoned
spellcasting NPC, complete with a list of known powers and their 1 Wall of air (barrier)
trappings. In this case the known powers can simply be rolled randomly.
2 Guide missiles (farsight – only affects missile weapons)
Conveniently, there are 20 schools of magic, which are numbered for
easy random selection with a d20. Roughly 50% of wizards are 3 Whirlwind (havoc)
specialists who know powers from a single school – simply roll d20 to 4 Air wave (pummel)
find which school, and then roll for the powers known. The other 50%
are generalists, who use powers from many schools – for a generalist Veteran
you can randomly roll a school for each known power.
1 Ride the wind (fly)
Optionally, in campaigns where magic use is more restricted, the GM
Heroic
may also require player character wizards to randomly select their
starting powers. 1 Gaseous form (intangibility)

3. Alteration
SPELL LISTS BY SCHOOL
Novice
All powers are drawn from the Fantasy Companion, except where noted:
1 Enhance / lower ability (boost / lower trait)
* denotes powers from the Fantasy world builder toolkit
2 Elemental manipulation
** denotes new powers (see later)
3 Open / lock*
*** denotes new options for existing powers (see later)
4 Shape change

1. Abjuration 5 Shrink objects (lighten load**)


Seasoned
Novice
1 Mimic (disguise)
1 Arcane armor (armor)
2 Growth / shrink
2 Shield (deflection)
3 Environmental protection 4. Charm
4 Conceal arcana
Novice
5 Resistance** (choose any single trapping)
1 Enhance charisma (boost / lower trait – boosts only
Seasoned Intimidation, Persuasion, Streetwise and Taunt)
1 Concentrate 2 Confusion
2 Dispel 3 Fear
3 Ward** 4 Tongues (speak / obscure language***)
Veteran 5 Protection from mind control (resistance** - affects charms
and domination effects)
1 Banish
Seasoned
Heroic
1 Anger / peace*
1 Drain power points
2 Slumber
2. Air Veteran
Novice 1 Domination (puppet)
1 Wind shield (deflection)
5. Dimensional
2 Elemental manipulation
Novice
3 Whispering wind (message**)
1 Distort body (confusion)

1 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


2 Warp space (deflection) 1 Wall of stone (barrier)
3 Increase gravity (entangle) 2 Earthquake (havoc)
4 Dimensional pocket (porter**) 3 Ripple (pummel)
5 Density control (lighten load / burden**)
8. Enchantment
6 At a distance (legerdemain)
Novice
7 Speed
1 Enchant (boost / lower trait)
8 Defy gravity (wall walker)
2 Darksight
Seasoned
3 Environmental protection
1 Block space (barrier)
4 Enchant weapon (smite)
2 Growth / shrink
5 Tongues (speak / obscure language***)
3 Displacement (havoc)
6 Speed
4 Quickness
7 Spider climb (wall walker)
5 Slow (sluggish relfexes)
8 Steal sight (blind)
6 Teleport
Seasoned
Heroic
1 Greater enchantment (bless / curse)
1 Greater teleport**
2 Focus (concentrate)
6. Divination 3 Precision (farsight)
Novice 4 Haste (quickness)
1 Analyze foe 5 Slow (sluggish reflexes)
2 Intuitive knowledge (boost / lower trait – boosts Smarts or 6 Warrior's gift
Knowledge skills)
Veteran
3 Foresight (deflection)
1 Fly
4 Clarity (darksight)
5 Detect / conceal arcana 9. Energy

6 Detect / conceal illusion Novice


7 Detect / conceal life 1 Energy bolt (bolt)
8 Comprehend languages (speak language) 2 Discharge (burst)
9 Wandering senses** 3 Charge weapon (smite – only affects metal weapons)
10 Receive thoughts (communication** - one way only, cannot 4 Shocking grasp (smite – only affects touch attacks)
send thoughts)
5 Static field (damage field)
Seasoned
6 Lightning bolt (jet)
1 Identify (analyze arcana**)
7 Shock (stun)
2 Farsight
8 Resistance to energy (resistance**)
3 Locate*
Seasoned
4 Read thoughts (mind link** – one way only, cannot send
1 Energy wall (barrier)
thoughts)
2 Electrical blast (blast)
5 Scrying**
3 Ball lightning (torrent**)
Heroic
1 Divination 10. Fire

7. Earth Novice
1 Flaming arc (bolt)
Novice
2 Burning hands (burst)
1 Stoneskin (armor)
3 Wreathe in flame (damage field)
2 Crystal shards (bolt)
4 Protection from heat (environmental protection – effective
3 Burrow
against extreme heat)
4 Elemental manipulation
5 Wave of fire (jet)
5 Earth grasp (entangle)
6 Flickering flame (light)
6 Harden weapon (smite)
7 Smoke cloud (obscure)
Seasoned

2 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


8 Burning blade (smite) 6 Dancing lights (light)
9 Lesser fireball (stun) 7 Ventriloquism (message**)
10 Affect normal fire (elemental manipulation) 8 Mirage (obscure*** – illusion trapping)
11 Fire shield (resistance**) Seasoned
12 Resist cold (resistance**) 1 Disguise
Seasoned 2 Invisibility
1 Wall of fire (barrier) Veteran
2 Fireball (blast) 1 Phantasm (puppet)
3 Flaming sphere (torrent**)
14. Light
11. Force Novice
Novice 1 Dazzle (confusion)
1 Armor 2 Dispel darkness (darksight)
2 Magic missile (bolt) 3 Blur (deflection)
3 Shield (deflection) 4 Light
4 Manipulate object (legerdemain) 5 Flash (stun)
5 Floating disk (porter**) 6 Bend light (wandering senses* – affects vision only)
6 Force blade (summon equipment** – can only create melee Seasoned
weapons)
1 Enhance vision (farsight)
Seasoned
1 Wall of force (barrier) 15. Mental

2 Force wave (pummel) Novice


3 Telekinesis 1 Read intent (analyze foe)
2 Telepathy (communication**)
12. Ice
3 Confusion
Novice
4 Mind's eye (darksight)
1 Rime (armor)
5 Clairvoyance / clairaudience (wandering senses*)
2 Ice shards (bolt)
6 Detect / conceal thoughts
3 Meld with ice (burrow***)
7 Protection from mind control (resistance** - affects charms
4 Cone of cold (burst) and domination effects)
5 Freezing aura (damage field) 8 Psychic blast (stun)
6 Ice trap (entangle) Seasoned
7 Resist cold (environmental protection) 1 Focus (concentrate)
8 Frozen weapon (smite) 2 Mind link
9 Fire shield (resistance**) 3 Greater clairvoyance / clairaudience (scrying**)
10 Resist cold (resistance**) Veteran
Seasoned 1 Domination (puppet)
1 Wall of ice (barrier)
16. Necromancy
2 Ice storm (blast)
Novice
3 Chill touch (draining touch)
1 Bone armor (armor)
4 Hibernate (sluggish reflexes)
2 Darkness of the grave (blind)
13. Illusion 3 Eldritch blast (bolt)
Novice 4 Mortal horror (confusion)
1 Blind 5 Detect / conceal undead
2 Hindrance (boost / lower trait – lower only) 6 Skeletal grasp (entangle)
3 Detect / conceal illusion 7 Glimpse the void (fear)
4 Blur (deflection) 8 Summon undead (summon ally - undead***)
5 Nightmare vision (fear) 9 Hold undead (entangle – only affects undead)

3 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


10 Control mindless undead (beast friend – affects mindless 3 Binding (entangle)
undead instead of animals)
4 Messenger (message**)
Seasoned
5 Unseen servant (porter**)
1 Bone wall (barrier)
6 Summon ally
2 Curse (bless / curse – curse only)
7 Summon equipment**
3 Touch of disease (draining touch)
8 Summon scout (wandering senses*)
4 Locate undead or remains (locate* – only affecting undead
Seasoned
or remains)
1 Barrier
5 Undead ward (ward**)
2 Ward**
Veteran
Veteran
1 Banish spirits (banish – only affects spirits)
1 Reverse summons (banish – affects any summoned or extra-
2 Zombie
planar creature)
3 Command undead (puppet – only affects undead)
Heroic 20. Water

1 Speak with the dead (divination) Novice


2 Ghost form (intangibility) 1 Meld into water (burrow***)
2 Elemental manipulation
17. Shadow
3 Breathe water (environmental protection)
Novice
4 Cloud of mist (obscure)
1 Blind
Seasoned
2 Meld into shadow (burrow***)
1 Wall of water (barrier)
3 Darksight
2 Water jet (pummel)
4 Shadow cloak (deflection)
Heroic
5 Stealth (boost / lower trait – boosts Stealth only)
1 Mist form (intangibility)
6 Darkness (obscure)
Seasoned NEW OPTIONS FOR EXISTING POWERS
1 Disappear (invisibility)
Heroic Burrow / Meld

1 Shadow form (intangibility) This power can be expanded into a generic meld power, enabling
characters to meld into a chosen element, travel through it, and
reappear at a new location. Suitable elements include: earth (the
18. Sonic
standard), fire, water, shadow, plants, sand. The caster is effectively
invisible and intangible while melded into an element. Air is not a
Novice
suitable element for this power, as it encroaches too much on the
1 Sonic shell (armor) territory of invisibility and teleport.
2 Sonic missiles (bolt)
Detect / Conceal Powers
3 Wave of disruption (burst)
A range of powers exist for detecting various things (undead, minds,
4 Projected speech (communication**) emotions, illusions, etc). These work in exactly the same way as detect /
5 Wail of the Banshee (fear) conceal arcana.

6 Whispering wind (message**)


Obscure
7 Silence (obscure***)
New options for obscure:
8 Singing blade (smite)
Mobile obscure: At a cost of 3 PP an obscured area (Medium Blast
9 Tongues (speak / obscure language***) Template) can be created around a target creature or object. An
10 Sonic boom (stun) unwilling target can make a Spirit roll to resist. The obscurement moves
with the target.
Seasoned
Silence can be learned as an alternative trapping of obscure. Within a
1 Air wave (pummel) silenced area, spellcasters who rely on speech or sound cannot use their
2 Sonic blast (blast) powers, and monsters that use sonic attacks (such as a harpy or
banshee) are temporarily unable to use their special ability. Notice rolls
to detect sounds emanating from within the silenced zone also fail
19. Summoning automatically.
Novice Illusionary obscurement can be learned as another alternative trapping
for this power. In this case the caster can create any appearance in the
1 Shield (deflection)
area, but to balance it, instead of affecting a Large Blast Template, it
2 Seething swarm (damage field) affects a Small Blast Template at the base cost. The area can be

4 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


increased to a Medium Blast Template by doubling the cost (4) or (such a local supermarket); a person that you meet often but don't know
increased to a Large Blast Template by tripling it (6). Observers can well (a casual acquaintance); a place that you know the precise location
make a Notice roll at -6 to see the illusion for what it is, though it can of (such as, the other side of a closed door); a person or place you have
still penalize any attack through or out of it due to the distraction even if seen with the scrying power.
known to be false. On the flip side, it has no substance, so even if
someone sees it as real, they don't have to react to it that way if they Not Familiar (-4): A place where you have only been once, and very
have a reason to believe it to be an illusion. For instance, finding a wall briefly; a person that you have met once; a person or place that you
where they know there used to be an open hallway. have a detailed description of.
Uncertain (-6): A place you are pretty sure exists, but know nothing about
Speak / Obscure Language (such as "the king's castle," if that's all you know about it); a person you
know only a name or basic description of (such as "the king").
This power can also be used to create the opposite effect – the
obfuscation of spoken or written language. Obscure language makes the Impossible: If the definition of something depends on knowledge you
target unable to speak, read or write coherently in any language for the lack, you can't target it with familiarity-range powers. For example,
duration. The target can resist the power's effects by succeeding on a "wherever the kidnap victims are being held" or "the room with the most
Spirit roll opposed by the caster's arcane skill roll. The range of obscure treasure" or "the headquarters of the guy who just attacked me" are all
language is Smarts x 2. invalid, because those locations are based on speculation. The power
automatically fails, although the GM may ask you to roll at -6 anyway so
The obscure use of this power may also be used to render the contents of you won't know whether the attempt fails due to Uncertain or Impossible.
one book or scroll incomprehensible by anyone for the duration.
Key or Sympathetic Object (+2): You have some object that links you to
the target – a piece of a person, something taken from a location,
Summoning "precise tempo-spatial coordinates," or whatever makes sense for the
trappings of your power. It needs to be something that is mildly
The following lists can be used with summon ally. Generally a single list
inconvenient to get a hold of and carry about. This bonus stacks with the
must be chosen when the power is learned.
above penalties; so if a person is Not Familiar to you, but you have a
piece of their hair, you suffer a -4 penalty plus a +2 bonus, for a net -2
Animals penalty.

Novice: Bird of prey (FC), Dog / wolf (SWEX), Snake, venomous (SWEX),
Swarm of rats (SWEX) Analyze Arcana

Seasoned: Boar (FC), Dire wolf (FC), Snake, constrictor (SWEX) Rank: Seasoned
Power Points: 1 - 5
Veteran: Alligator / crocodile (SWEX), Lion (SWEX), Snake, deadly
venomous (SWEX) Range: Smarts
Duration: Instant
Heroic: Bear, large (SWEX), Bull (SWEX), Rhino (Savage Beasts) Trappings: Supernatural senses, Spirit guides, Divination, Arcane
Legendary: Elephant (Savage Beasts) knowledge

Characters with this power have the ability to analyze magical


Demons / Devils
signatures. A single target within range must be chosen. By spending 1
Novice: Damned (Savage Beasts) Power Point the character gains an understanding of the type of magic (if
any) present in the target, which may give some idea as to the function
Seasoned: Hell hound (FC), Demonic soldier (FC) of a spell. Alternatively 1 Power Point can be spent to divine the age of
Veteran: Diabolic servitor (Man-cat, Man-goat, Man-toad) an enchantment – when the detected magic was created.

Heroic: Black knight (FC), Master of the pit (Savage Beasts) A more detailed analysis of enchantments is possible with this power,
taking 1d4 hours and 5 Power Points. Afterwards the caster knows the
Legendary: Lasher (FC), Torture lord (Savage Beasts) exact function of an enchantment. Command words are not
automatically divined, but further uses of this power will reveal one
command word each.
Undead
Novice: Skeleton (FC), Zombie (FC) Communication
Seasoned: Ghoul (FC) (From 77IM)
Veteran: Frozen wight (Savage Beasts) Rank: Novice
Heroic: Guardian mummy (FC), Shadow (Savage Beasts), Spectre Power Points: 2 per target
(Savage Beasts), Wight (FC) Range: Familiarity
Legendary: Vampire, young (FC) Duration: 1 minute (1/minute) or 1 hour (1/hour)
Trappings: Telepathy, radio transmission, projected image, a whisper on
the wind
NEW POWERS
You can communicate remotely with other creatures. The familiarity
penalty applies to your check; if you get a raise, the duration increases to
Familiarity Modifiers
1 hour. For the duration of the power, you and any of the targets can
A power with a range of "familiarity" can be used over any distance, but communicate freely as if speaking. You can end the power early as a
the caster suffers a penalty based on how familiar he is with the target. free action. Targeting multiple people uses the worst familiarity penalty
Use only the worst penalty. of any of them (multiple penalties don't stack).

Very Familiar (-0): A place where you spend a lot of time (such as your
home or work); a person you have spent a great deal of time with (a Greater Teleport
family member, co-worker, or friend); a place you have studied very
(From 77IM)
carefully (2d4 hours); a place or person you can actually see.
Rank: Heroic
Somewhat Familiar (-2): A place where you have not spent much time
Power Points: 5 per passenger (including the caster)

5 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


Range: Touch / Familiarity additional opposed checks to break free, but each costs him an action; if
Duration: Instant he succeeds on a raise, it becomes a free action.
Trappings: Teleportation circle, portal, disappearing in a puff of smoke, If the caster also has the communication power with an appropriate
travel through a parallel dimension trapping, he can use this power on someone he is communicating with,
even if they are out of the normal range of mind link.
The character can teleport over long distances, transporting himself and
any willing creatures he touches. Teleporting counts as the caster's action
Porter
for the entire round (he can't move or take any other actions). When
arriving, the caster and all passengers must make a Smarts roll at -2 or Rank: Novice
become Shaken (or at -0 if the caster got a raise on the arcane skill roll). Power Points: 1
It is possible to teleport any distance – but the arcane skill roll is modified Range: Smarts
by the caster's familiarity with the destination. If the caster tries to teleport Duration: 1 hour (1 / 30 minutes)
to an area that does not exist, the power simply fails. On a critical Trappings: Levitating objects, dimensional pocket, floating disk, unseen
failure, the subjects arrive in a random location that resembles the servant
intended destination. Whether or not greater teleport can cross
dimensional boundaries depends on the setting and the power's This power provides the useful function of being able to carry objects
trappings. without even touching them. Exactly how the power works depends on
the trappings - but some kind of "porter" is created which can carry
Lighten Load / Burden objects for the spell's recipient. The porter can carry up to 10lbs x the
caster's Spirit, or 15lbs x the caster's Spirit if a raise is achieved.
Rank: Novice
Power Points: 1 Objects can be given to or retrieved from the porter as an action, in the
Range: Smarts same way as drawing a weapon (SWEX page 63).
Duration: Lighten load - 10 minutes (1 / 10 minutes), Burden - 3 rounds Generally the porter moves along with the target, but it can be slowly
(1 / round) moved independently with a Pace of 1 and a maximum range of the
Trappings: Gravity distortion, ghostly objects, shrinking objects, density caster's Smarts.
control
While the porter can carry living beings (subject to its normal weight
Lighten load allows a character to carry much greater loads than his limits), it is not able to carry unwilling passengers.
Strength normally allows. For the duration of the power the character
can ignore the effects 1 point of encumbrance penalty, or 2 points with a Resistance
raise.
(From 77IM)
Burden has the opposite effect - it increases the effective weight carried
by the target, increasing its encumbrance penalty by 1, or 2 with a raise. Rank: Novice
Burden can be opposed with a successful Spirit roll versus the caster's Power Points: 1 per target
arcane skill roll. Range: Smarts
Duration: 3 (1/round)
Message Trappings: Anti-magic field, psi-barrier, energy-shell
Rank: Novice
Power Points: 1 When you learn this power, select a particular trapping, such as fire,
cold, electricity, light, darkness, illusion, psychic, space-time, chemical,
Range: Familiarity
slashing, piercing, bludgeoning, etc. You can't choose a trapping that is
Duration: Instant so broad as to encompass an entire arcane background (so you can't
Trappings: Animal messengers, projected images, talking statues pick "magic" or "psionic"). The target gets a +2 bonus to Toughness
against damage with such a trapping, and +2 to any checks made to
The character can send a simple message (up to 50 words) which is resist an effect with such a trapping. This includes arcane powers as well
relayed to either a single target (in which case the arcane skill roll is as natural phenomena (so if you select "fire," resistance will protect from
modified by the caster's familiarity with the target), or to all within range a mage's fire spell, a dragon's firey breath, and a mundane burning
(Large Blast Template) at a specific location (in which case the arcane torch). On a raise, the bonus increases to +4.
skill roll is modified by the caster's familiarity with the location). You can affect a number of targets up to 1/2 your Smarts, for an initial
cost of 1 power point per target.
Mind Link
(From 77IM) Scrying

Rank: Seasoned (From 77IM)


Power Points: 3 Rank: Seasoned
Range: Smarts Power Points: 5-10
Duration: 3 (1/round) Range: Familiarity
Trappings: Mind-reading, electromagnetic brain scanning, hypnosis Duration: 3 (1/round)
Trappings: ESP, magic mirror, pool of water, floating eyeball, nano-
The caster can share thoughts, emotions, memories, and images with the cameras, seeing through someone else's eyes
target. He can communicate perfectly without the need for language,
and the target can respond in kind. An unwilling target can resist with a The caster can view an area at a distance, as if he were present. The
Spirit check, opposed by the caster's arcane skill roll. If the caster wins power creates an invisible magical sensor in the area, which the caster
the opposed roll, he can sense the target's emotions for the duration of senses through; normally this is vision-only, but for double the power
the power; on a raise, he can also "listen in" on their surface thoughts. As points, the senses of hearing and smell work through the sensor as well.
an action, the caster can try to extract information from the target by The caster's sensory powers (like darksight) work through the sensor, but
making another arcane skill vs. Spirit roll. On a success, they give a it is not possible to affect things through the sensor in any way, except
brief, but true, answer to any question; on a raise, they answer in full with powers that reach that far (powers with a range of "familiarity" treat
detail to the best of their ability. If the target wins the check, he breaks things seen via scrying as Somewhat Familiar, which is a -2 familiarity
free of the mental contact and the power ends. A target can get penalty). Anyone in the target area can detect the sensor with a Notice or

6 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)


Smarts roll at -2 (at -4 if the caster got a raise). Exactly what they detect to 6”.
is based on the trappings of the power and the setting, but most people
who detect it will know they are being spied upon. Additional effects: For double the Power Points, the torrent does 3d4
damage or the size is increased to a Medium Blast Template. For triple
The caster gets a penalty on his arcane skill roll based upon how familiar the points, it does both. After the initial 3 round duration, a Medium
he is with the area being scrying. Attempts to scry an area that does not Blast Template torrent costs 2PP per round to maintain.
exist simply fail.
Ward
Summon Equipment
Rank: Seasoned
Rank: Novice Power Points: 2 / 6
Power Points: 1+ Range: 0
Range: Touch Duration: 3 (1/round) / 10 mins (1/10 mins)
Duration: 3 (1/round) Trappings: Magic circles, Holy water, Incantations
Trappings: Conjuration, Weaving from other elements, Psionic projection
This power prevents a specific type of creature from entering an area the
This power allows a character to create normal commonly available size of a Large Blast Template, centred around the caster's location when
items out of thin air. The cost of the power is 1 Power Point per $100 of the spell is cast. The type of affected creature is usually tied to the
the item's value. The item created appears either in the character's trapping, and chosen when the power is learned, examples include –
hands, or at his feet. undead, demons, animals, spirits, summoned entities, etc.
Affected creatures can neither enter the warded area, nor use ranged or
Torrent magical attacks to affect anyone within the ward, unless they make a
successful Spirit roll opposed by the caster's arcane skill roll. If the
Rank: Seasoned opposed roll succeeds the creature may enter or affect those within the
Power Points: 2 – 6 ward, but is automatically Shaken. Success with a raise eliminates the
Range: 12 / 24 / 48 Shaken condition. Additionally, if the creature's trait die comes up 1
Duration: 3 (1 – 2 / round) (regardless of the result of the Wild Die, if rolled), it takes a level of
Fatigue. Fatigue suffered in this way can be removed with 10 minutes of
Trappings: Pillars or spheres of flame, swarms of insects, whirlwinds
rest.

Torrent creates a damaging area effect the size of a Small Blast Template Once the spell is cast the warded area does not move, even if the caster
which the caster can move around at will. The caster first picks where he leaves its area of protection. Creatures which are inside the area of the
wants to centre the torrent, then makes the appropriate skill roll. Normal ward (including any who are in the area when the spell is cast) suffer no
ranged attack modifiers apply. If the roll is failed, the torrent deviates as ill-effects and can leave the warded area freely.
a launched projectile.
For 2PP this power has a 3 round duration, however a longer lasting
Targets within the area of the torrent suffer 2d4 damage. Unlike other ward can be created for 6PP. The longer duration version also requires
attacks, raises on the attack roll do not add to the damage of area effect longer to prepare – 2d6 minutes.
attacks.
The caster can move the torrent up to 3” on his turn as a free action. If
the caster spends an action or a Power Point he can move the torrent up

7 - Schools of Magic for Savage Worlds – by elf23 (with thanks to 77IM)

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