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ELEMENTALS: the Art of Elementalism

The Anarea Elementalist System

3rd edition (2023): effective 1 XIV 2505


Table of Contents

  1. Overview
  2. Elementals
  3. Elemental Activation
  4. Elementalist Spells
  5. Casting Spells
  6. Insanity & Death
  7. Elementalist Counterspells

1. Overview

1.1 The Elementalist ("El’ist") uses the Magic of Elementals ("Els").

1.2 To do so, they must first Activate an El of a particular Spell Class and Level. They then Cast an Elementalist Spell of that Class and no greater than that Level which they have previously Bound and learnt, specifying in the incantation any desired variation of its Parameters. The El then produces the Effect of the Spell, dependent on the incantation, power, and a limited amount of discretion on its part.

1.3 A Generalist Spell may be Cast using the Magic of any El.

1.4 A Multi-Elemental Spell may be Cast using the Magic of an El of any one of its Classes, but pluses on Casting are obtained if the El'ist has Activated Els of all its Classes and of sufficient Level.  They normally require a higher Throw for Success.

2. Elementals

2.1 Elementals, together with their Druidic equivalents, are Spirits: the most junior of Higher Powers, Who are concerned with the day-to-day running of the World. They are of the following Spell Classes:

Elemental Class

Spell Class

Associated Symbol

Associated Colour

Earth

Earth

Earth

Brown

Air

Air

Air

Sky Blue

Fire

Fire

Fire

Red

Water

Water

Water

Deep Blue

Gravity

Gravity

Gravity

Grey

the Planes

Planist

the Planes

Black

the Body

Enchanter

the Body

Green

the Mind

Charmer

the Mind

Yellow

the Senses

Illusionist

the Senses

Purple

any of the above

Generalist

none

none

2.2 Els are of a Chaotic nature, but perform a Lawful role in the World, thus maintaining a Neutral balance. One of the Lawful rules to which They are subject is that Their Magical Powers are delegated to Them subject to the condition that They must comply with the terms of the CODEX ELEMENTALIUM, as in force from time to time. The CODEX is written by the Demigod of Elementalist Magic, and prescribes the duties of Els to carry out the effects of Elementalist Spells.

2.3 Els vary in Elemental Level from 1 to 10. An El has the Power to produce the Effect of any Elementalist Spell within its Class of a Spell Level less than or equal to its Elementalist Level. It does not cost the El SP or IST to produce Spells, because It is using Its own Magical Power, rather than using the Magic of another. The Maximum Throw that Els of a given Level can produce is as follows:

Success Throw

Spell Level

Elemental Level

1

2

3

4

5

6

7

8

9

10

11

1

50

60

70

80

100

120

140

160

180

200

13

2

X

50

60

70

80

100

120

140

160

180

16

3

X

X

50

60

70

90

110

130

150

170

20

4

X

X

X

50

60

80

100

120

140

160

25

5

X

X

X

X

50

70

90

110

130

150

31

6

X

X

X

X

X

60

80

100

120

140

38

7

X

X

X

X

X

X

70

90

110

130

46

8

X

X

X

X

X

X

X

80

100

120

55

9

X

X

X

X

X

X

X

X

90

110

65

10

X

X

X

X

X

X

X

X

X

100

X = El cannot produce Spells of that Level

No. = Maximum Throw El can produce on a Spell of that Level

Success Throw (in the left-most column) is the usual Throw required for a Spell of that Level to Succeed. For the actual Throw required for a particular Spell to Succeed, see its Spell Specification.  Typical Success and Failure effects ranges are given in the table in 5.5 below.

2.4 Els and Spells of over 10th Level are not available.

3. Elemental Activation

3.1 Activation

3.1.1 No El will produce a Spell Effect unless It has first been Activated. Elemental Activation is a Summoning procedure learnt during Elementalist IBT. Each El must be Activated separately. The cost of doing so, in both SP and seconds of incantation in Old Speech, is:

Activation cost = (Elemental Level) * (Duration) * n to Activate the nth El

Duration is the number of sequential 6 hour periods for which the El will be Activated. Extension Spells cannot be used to extend it.

3.1.2 If an El is Activated of the same Class and Level as one already Activated, that same El will be re-Activated (without the cost for Activating one more El), so extending its Duration.

3.1.3 An El needs to be Activated in order to Cast a Spell or to extend Duration of a Spell by an Extension Spell.  It does not need to be Activated throughout the Duration of a Spell, unless the Caster has the ability to change the Spell Effect (usually by concentration).  If the El ceases to be Activated before the Duration has expired, the Spell Effect will continue, but the Caster will lose the ability to change it (exception: if concentration is required to maintain the Spell Effect, then it will terminate on the El ceasing to be Activated).  Essentially Activation is required for the Caster to give instructions to the El, but not for the El to continue performing its duties.

3.1.4 A specific El may be Activated by using its True Name (if known) in the Level part of the Incantation. Otherwise the nearest El of the specified Level will usually be Activated.

3.1.5 Actions and Materials are required for Activation as follows:

El Class

Actions

Materials

Earth

Sketch Associated Symbol in the earth / on the ground

Earth

Air

Sketch Associated Symbol  in the air

Air

Fire

Sketch Associated Symbol  with the flame

Fire

Water

Sketch Associated Symbol  in the water

Water

Gravity

Drop the object

any object

Planist

Sketch Symbols of Planes for which Spells Bound (Activation is not limited to Spells associated with those Symbols)

none

Enchanter

Sketch Associated Symbol  in blood

blood

Charmer

Touch the head (or wherever one’s mind is!)

one’s own mind

Illusionist

Touch one’s own eyes / ears / fingers / nose / tongue (as applicable for Spells Bound)

one’s own eyes / ears / fingers / nose / tongue (as applicable for Spells Bound)

Generalist

N/A - only Els of specific Classes may be Activated

3.1.6 The Symbols of the Planes (with alternate forms) are:

Real Plane

Real Plane

Ethereal Plane

Ethereal 1

Ethereal 2

Astral Plane

Astral 1

Astral 2

to Activate for Conference

Planes 1

Planes 2

3.1.7 If an El is Activated with insufficient SP, Incantation time, Actions or Materials, all Spells produced by that El will be ratioed by:

(Activation Done) / (Activation Required)

3.1.8 If an El is Activated with any IST, all Spells produced by that El will be ratioed by:

(IST recovered) / (IST to be recovered since last Spell)

even after the IST has been recovered.

3.2 Dismissal

Any Activated Elemental may be Dismissed (i.e. Its Activation terminated) at any time during the Duration of Activation by an Incantation taking the same time, Actions and Materials, but no SP. Al El’ist might want to do this in order to Activate another El without the extra cost for the El already Activated, or in order to Activate a higher level El to cast higher level Spells within a Spell Class without the minus for Multiple Activation.

3.3 Conference

3.3.1 Any Activated Elemental may be Summoned into Conference by a further Incantation taking the same SP, time, Actions and Materials. There must be no insufficiency in any of these, or any outstanding IST.

3.3.2 Conference makes the El visible to the El’ist, and allows Them to converse.

3.3.3 The Duration of the Conference is 1 hour or the remaining Duration of Activation (whichever is less). The Conference may be Extended by a further Incantation or terminated by a 1 second incantation ("Word of Termination"), costing no SP. Any danger to the El also allows It to terminate the Conference.

3.3.4 The purpose of Conference is to Bind Elementalist Spells. Els can only discuss and Bind Spells They are capable of performing. Els will usually refuse to discuss anything else, and may well refuse even to discuss Binding a Spell if it becomes apparent the Elementalist is not seriously considering Binding it. It is wise to terminate the Conference as soon as the Binding is finished, or the Elementalist has decided not to Bind a Spell from the El. Otherwise the El will be resentful. Els are not allowed to harm the Elementalists who Activate them, but can exercise Their discretion to give a low Spell Roll.

4. Elementalist Spells

4.1 Available Spells

4.1.1 Elementalist Spells are divided into Spell Classes and graded by Spell Level ("SL").

4.1.2 A Spell must be Bound and learnt before it can be Cast. Although standard lists of Elementalist Spells exist (as represented by the standard Spell Specifications), Elementalists are not restricted to these, and may negotiate their own custom Elementalist Spells. Els are consistent in the Spells They will offer for Binding, and the standard Elementalist Spell Lists have been compiled by scholars (such as in the Academia Magicae Valdrensis of the Valdrean Empire) from Spells commonly Bound.

4.1.3 Whilst written copies of Spells ("Scrolls") may be obtained from such sources (or from other El’ists) and learned, learning them will only use up SLL without allowing the Spell to be cast (because the CODEX prescribes Binding as an essential prerequisite for Casting).

4.2 Spell Binding

4.2.1 Spells are Bound in Conference.

4.2.2 Each Spell Bound may be individually negotiated and customised by the El’ist in Conference with the El.  There should be no penalty for variations from the standard Spell Specification the El will first offer (though the variations will be balanced against the standard Specification), or for binding a novel Spell for which no specification yet exists.  However, this may depend on the El'ist's relationship with the El and how they deal with It in Conference, as Els tend to resent having Their time wasted and find it easier to offer standard Spells

4.2.3 Binding is a pure formality. It usually involves the El dictating the Spell for the El’ist to write down (though Charmer Els, for example, may imprint it ready for learning in the El’ist’s mind). It is therefore wise to have writing materials handy.

4.2.4 Spells (even standard Specifications) are personal to the El段st who has Bound them, and cannot effectively be transferred to another El段st except by giving them a Scroll and their successfully Binding a Spell of the same Specification from an Elemental. However there is no guarantee that another El’ist will be permitted to Bind a Spell of the same specification, even for a "standard" Spell.

4.3 Spell Learning

4.3.1 Once Bound, an Elementalist Spell must be learnt before it can be Cast.

4.3.2 The typical Usual Learning Time ("ULT") of a straightforward Elementalist Spell is:

ULT = (Spell Level) * 25 hours

The exact ULT for a specific Elementalist Spell will be stated in its Spell Specification. If insufficient learning time has been spent, ratio all Throws on that Spell by:

(learning completed) / (learning required)

4.3.3 Each Elementalist Spell learnt counts as (Spell Level) Spell Learning Levels ("SLL"), e.g. a L5 Spell counts as 5SLL. If only partly learnt, it counts as the proportionate number of SLL. Unfilled and overlearnt SLL give pluses or minuses on all El段st Spells as stated below.

5. Casting Spells

5.1 Spell Throw

5.1.1 The final Spell Throw ("T") of an El’ist Spell is determined by taking the Spell Roll ("R") on 3d6, adding the pluses on the Spell ("+s"), applying any ratios to T, and then deducting any minuses on the Spell ("-s").  +s are comprised of the Base Plus for that Spell plus any Casting Pluses for that particular Cast.

T = ((R + (pluses)) / (ratios) ) + (minuses)

5.1.2 T cannot exceed the Maximum Throw of which the Activated El is capable.

5.2 Spell Roll

R = 3d6 (RUD)

5.2.1 R represents the El’s element of discretion in producing Spell Effects. It must be in the range of 1 to 20 (inclusive), and the 3d6 rolling up from 18 or down from 3 represents the average spread of results Els are supposed to give. However, Els are of a Chaotic nature, and R can therefore be affected by subjective factors, despite these Lawful constraints. El’ists are therefore advised to treat their Els well.

5.2.2 If, for example, an El段st has a good relationship with a particular El, Whom they Activate by True Name and Who tends to give them +1 on R, this is simulated by modifying R within the range 1 to 20.  Note that this is a modifcation to R and not a plus, so if the El gives -1 on R due to dislike of the El'ist, this will be applied before any ratios.

5.2.3 If R is rolled up or down to 20 or 1, continue rolling up or down, as Els are actually capable of violating this restriction of the CODEX.

5.3 The Base Plus

Calculate an El’ist’s Base Plus on each El’ist Spell they have learned as follows.

5.3.1 Elementalist Level ("ElL")

ElL gives +ElL (FRD) on all Elementalist Spells.

ElL is the basic measure of an El’ist’s proficiency at Elementalist Magic-Using. Non-El’ists have ElL 0. ElL 1 is gained by completing Elementalist Initial Basic Training. ElL above 1 is gained by earning Elementalist Experience. Continuous Level Advancement ("CLA") applies, in that the exact ElL (usually expressed to 4 decimal places) is used in all calculations involving ElL. However, as ElL only gives +ElL (FRD) on Spells, the exact ElL only matters for calculating MUL (for SP and SLL).

5.3.2 Characteristics ("Chars")

Chars give +s or -s on Elementalist Spells as follows:

Where applicable, the above +s are cumulative (e.g. ChMods/2 [In], [Dx(M)], [Sg] and [Hr] all apply on an Audio-Visual Illusion). They are nettetd off agianst each other (so any -s are effectively applied before ratios).

5.3.3 Spells Learnt

Each 5 Unfilled Spell Levels ("USL"), FRD (i.e. SLL available but not learnt) give +1 on all Elementalist Spells.

Each 2 Overlearnt Spell Levels, FRU (i.e. SLL learnt in excess of those available) give -1 on all Elementalist Spells.

5.3.4 Old Speech

Fluency in Old Speech gives + (Spell Level) on all El’ist Spells.

Part fluency gives +s as follows:

SL/LP

10

20 (K)

30

40

50

60

70

80

90

100 (F)

1

+0

+0

+0

+0

+0

+0

+0

+0

+0

+1

2

+0

+0

+0

+0

+0

+0

+0

+0

+1

+2

3

+0

+0

+0

+0

+0

+0

+0

+1

+2

+3

4

+0

+0

+0

+0

+0

+0

+1

+2

+3

+4

5

+0

+0

+0

+0

+0

+1

+2

+3

+4

+5

6

+0

+0

+0

+0

+1

+2

+3

+4

+5

+6

7

+0

+0

+0

+1

+2

+3

+4

+5

+6

+7

8

+0

+0

+1

+2

+3

+4

+5

+6

+7

+8

9

+0

+1

+2

+3

+4

+5

+6

+7

+8

+9

10

+1

+2

+3

+4

+5

+6

+7

+8

+9

+10

SL/LP = Spell Level is in left-hand column / Language Points towards Know & Fluency are in the top row.

5.3.5 Experience Pluses and Bonuses

5.3.5.1 Experience +s are always awarded at the DM's discretion, subject to the following guidelines:

5.3.5.2 A "successful cast" involves the successful and useful casting of the Spell to produce an Effect, and the El’ist's realisation of this.

5.3.5.3 "Stress conditions" will usually involve a risk of death or other harm. A Dungeon expedition is inherently stressful. "Non-stress conditions" are the absence of stress conditions, but the DM may ignore some non-stress conditions as not being worth +s (eg casting Magic Missile at inanimate targets will not give you lots of +s on Magic Missile). The test is the same as for the awarding of experience towards ElL.

5.3.5.4 All +s are immediately effective to give Bonuses on Spells. However, the DM may need to exercise discretion in communicating individual +s to Players, as this may reveal information unknown to the Character (e.g. to award +0.1 when a Magic Item is not detected with Detect Magic under stress conditions is a bit of a giveaway!).

5.3.5.5 The +s earned on each Spell do not count directly towards Throw. Early +s count for more, and later ones for less. The calculation is made by the CharSpec El’ist worksheet (in the Character Specification Spreadsheet) on the following basis:

Note that Bonuses of less than +1 on a Spell are disregarded until a whole +1 is gained.

5.3.5.6 Experience -s count permanently as full -s on the Spell, rather than simply reducing the experience +s gained.

5.4 Casting Pluses

Calculate an El’ist’s Casting Pluses on each Casting of an El’ist Spell as follows.

5.4.1 Power

5.4.1.1 The base cost in Spell Points to Cast an El’ist Spell = (2 * (Spell Level))) + 2 SP

As with all Magic-Using, Spell Points are expended by mental and physical effort put into Casting.

5.4.1.2 Extra SP give +n on the Spell for ((n+1)(n+2))/2 SP expended over base cost: i.e.

+ on Spell

+1

+2

+3

+4

+5

+6

+7

+8

+9

+10

+11

+12

+13

+14

+15

etc.

Extra SP

3

6

10

15

21

28

36

45

55

66

78

91

105

120

136

etc.

5.4.1.3 Reducing SP below base cost gives a ratio to T of (SP used) / (SP required).

5.4.2 Incantation

5.4.2.1 The Incantation for each Spell is in Old Speech, and is learnt with the Spell (even if the El’ist has learnt no other Old Speech). The Incantation must be clearly declaimed (unless cast by thought or reflex). Silence Spells and like Effects which prevent the Incantation being heard do not affect Casting (because the El can still hear it), provided the El段st actually declaims the Incantation.

5.4.2.2 The base casting time of a non-Word El’ist Spell = (Spell Level) + 1 seconds.

5.4.2.3 Word El'ist Spells have a base casting time of 1 sec.

5.4.2.4  Reflex El'ist Spells have a base casting time of 1/10 sec. and may only be Cast in response to the Trigger Event specified in their Spell Specification.  Reflex Elementalist Spells are invariably Counterspells, so are Cast in response to the Caster's being affected by the Effect of another Magic Spell.

5.4.2.4 Extra casting time gives -n(n+1)/2 to the Spell for n extra sec.

5.4.2.5 Reduced casting time gives -n to the Spell for n less sec., down to 1 sec, and then a ratio of the fraction of 1 sec. taken. E.g. a L2 Spell has a base casting time of 3 sec, so to cast it in 1/4 sec gives -2 and a ratio of 1/4.

5.4.2.6 Casting in £ 1/4 sec is as a Thought Spell.

5.24.2.7 Casting in £ 1/10 sec is as a Reflex Spell.

5.4.3 Actions

5.4.3.1 Most Spell Specifications require certain actions. The Actions for El’ist Spells usually involve rapid, fairly intricate arm movements, mirroring the Incantation with a visual representation for the El of what is required.

5.4.3.2 There are no Actions for Word Spells.

5.4.3.3 Non-Word Spells may be cast as pure Action Spells, at a ratio to T of 1/2. Incantation is by thought only, and casting time must be at least 1 sec (with doubled -s for extra / reduced casting time).

5.4.3.4 Non-Word Spells may be cast one-handed, at a ratio to T of 2/3.

5.4.3.5 Non-Word Spells cast in < 1 sec require finger movements only for Actions. Note that Casting a non-Word Spell in 1 sec is not Casting it as a Word Spell: Actions are still required.

5.4.3.6 Non-Word Spells cast in £ 1/2 sec require no Actions.

5.4.3.7 If Actions are required but omitted, ratio T by (Actions used) / (Actions required).

5.4.4 Materials

5.4.4.1 Most Spell Specifications require certain materials. Materials are usually included to give the El something to work on (e.g. a flame for Fire Spells). In some cases the Materials are essential, and the Spell cannot therefore be Cast without them (e.g. Flesh / Stone requires flesh or stone).

5.4.4.2 Spells cast in £ 1/2 sec require no Materials, unless they are essential.

5.4.4.3 If Materials are required but omitted, ratio T by (Materials used) / (Materials required).

5.4.5 Interspell Time ("IST")

Each second of outstanding IST gives -1 to the Spell.

5.4.6 Variable Parameters

5.4.6.1 The variable parameters of each Spell are listed in its Specification. The Caster may specify the desired value for the Parameter in the Incantation (which must be plotted to the DM) and takes the minus given by the formula in the Specification.  If no variation of the parameter is specified, the Spell will have the standard parameter given, where the variable = 1.

5.4.6.2 Except where specified otherwise, the minuses for varying parameters are applied to T. FRU on all variable parameters, e.g. if the Radius parameter is 10r ft -r(r+1)/2, to cast the Spell with a 35 ft radius, r = 4, giving -10 to T.

5.4.6.3 Parameters are varied by inflexions to the Old Speech of the Incantation.

5.4.7 Fatigue

5.4.7.1 For each SP Use Break Point, the El’ist takes -1 on all El’ist Spells.  E.g. if he falls below 1/4 of his SP total, he takes -2 on Spells.

5.4.7.2 For each Fatigue Break Point, the El’ist takes -1 on all El’ist Spells.  (The Fatigue system is not currently being played.)

5.4.8 Multiple Activation

5.4.8.1 If multiple Els of the same Class are Activated Who could produce the Spell, it is produced by the lowest level such El, unless it cannot produce the T that would be obtained with R=10. If there are more than one Els still eligible, the most senior El of that Class present decides which produces the Spell. A specific El can be compelled to produce a Spell by prefixing the Incantation with its True Name.

5.4.8.2 If other Els are Activated who could have produced the Spell, there is a minus equal to the total levels of those Els. This minus is not avoided by using a True Name. It does not apply to Generalist or Multi-Elemental Spells.

5.4.9 Multi-Elemental Spells

A Multi-Elemental Spell may be Cast as an Elementalist Spell of any one of its Classes.  If the Caster has Activated Elementals of all of its Classes and of  >= its Spell Level , they get +(Spell Level) on Casting the Spell.

5.5 Effect of Throw

5.5.1 See the Specification for the Spell for the Effect of T. Each Spell has a range of results for T which give one of:

5.5.2 Individual Spell Specifications vary, and some Spell Classes or types of Spells tend to have higher or lower effects brackets, but typical ranges of results are as follows (a T of less than the Insanity range is a Death result):

Level 1 Spells Level 2 Spells Level 3 Spells
-4 to 5 Insanity -2 to 7 Insanity -1 to 8 Insanity
6 to 7 Blowback 8 to 9 Blowback 9 to 11 Blowback
8 to 10 No Effect 10 to 12 No Effect 12 to 15 No Effect
³ 11 Effect ³ 13 Effect ³ 16 Effect
Level 4 Spells Level 5 Spells Level 6 Spells
3 to 12 Insanity 8 to 17 Insanity 12 to 21 Insanity
13 to 15 Blowback 18 to 20 Blowback 22 to 25 Blowback
16 to 19 No Effect 21 to 24 No Effect 26 to 30 No Effect
³ 20 Effect ³ 25 Effect ³ 31 Effect
Level 7 Spells Level 8 Spells Level 9 Spells
19 to 28 Insanity 27 to 36 Insanity 36 to 45 Insanity
29 to 32 Blowback 37 to 40 Blowback 46 to 49 Blowback
33 to 37 No Effect 41 to 45 No Effect 50 to 54 No Effect
³ 38 Effect ³ 46 Effect ³ 55 Effect

Multi-Elemental Spells typically require a Success Throw of +1 (for L1 to L3 Spells), +2 (for L4 to L6 Spells), +3 (for L7 to L9 Spells) or +4 (for L10 Spells).

6. Insanity & Death

6.1 For each Insanity result suffered on a Spell, the Caster suffers the following effects, dependent on how far the Throw achieved is into the Insanity bracket of results in the Spell Specification ("I").  For example, the Insanity bracket on Sleep is -4 to 5.  If the Caster achieves a T of 4, I = 2.

I

Minus on Spell

Temporary minus on all Spells

Permanent minus on all Spells

Insanity effect (see the Madness System)

1

-2

-1

0

Enter Level of Madness 1

2

-2

-2

-1

Enter Level of Madness 2

3

-3

-3

-2

Enter Level of Madness 3

4

-3

-4

-2

Enter Level of Madness 4

5

-4

-5

-3

Enter Level of Madness 5

6

-4

-6

-3

Enter Level of Madness 6

7

-5

-7

-3

Enter Level of Madness 7

8

-5

-8

-4

Enter Level of Madness 8

9

-6

-9

-5

Enter Level of Madness 9

10

n/a

n/a

n/a

Enter Level of Madness 10

= Physical Death (no saving throw)

6.2 All Insanity minuses are cumulative. Temporary minuses last whilst the Elementalist is still at that Level of Madness.  For further details of Insanity effects, see the Madness System.

6.3 If the Throw achieved is below the Insanity bracket of results in the Spell Specification, the Caster suffers immediate physical and mental Death, with no possibility of a saving throw, Final Appeal or other reflex action.

7. Elementalist Counterspells

7.1 Els will usually offer for Binding Pure Counterspells as Generalist Spells of any Spell Level from 1 to 10, but the El’ist must choose the Spell Level at which to Bind the Counterspell. Counterspells may be Bound as normal,Word or Reflex Spells. The Word version will succeed on the usual Success Throw for Spells of their Level, less 1 for the normal version or plus 1 for the Reflex version, with:

Subtraction Effect = (T - ((usual Success Throw) - 2)) / 2 FRD

7.2 Protection Period is a variable parameter as follows:

1p sec -p(p-1)/2

Protection Period is not available as a variable parameter on the Reflex Pure Counterspell, which only counters the Spell in response to which it has been Cast by reflex.

7.3 Blowback multiplies the Effect of the offensive Spell against the caster by *2 or *3, depending on T.

7.4  Specialist Counterspells are also available as Reflex Spells for use in countering or responding to specific Spell Effects.  See the Elementalist Spell Lists for more details.


Go to Elementalist Spell Lists (which include links to Spell Specifications)

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ゥ P.R. Wild, 6 December 1998 - 11 October 2023