DruidLvl1 Spellcards

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CONTROL FLAMES CREATE BONFIRE DRUIDCRAFT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Concentration, up to 1 V, S Instantaneous
(see below) minute
Whispering to the spirits of nature, you create
You choose nonmagical flame that you can see You create a bonfire on ground that you can see one of the following effects within range.
within range and that fits within a 5-foot cube. within range. Until the spells ends, the magic • You create a tiny, harmless sensory effect that
You affect it in one of the following ways: bonfire fills a 5-foot cube. Any creature in the predicts what the weather will be at your
• You instantaneously expand the flame 5 feet in bonfire's space when you cast the spell must location for the next 24 hours. The effect might
one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8 manifest as a golden orb for clear skies, a cloud
is present in the new location. fire damage. A creature must also make the for rain, falling snowflakes for snow, and so on.
• You instantaneously extinguish the flames saving throw when it enters the bonfire's space This effect persists for 1 round.
within the cube. for the first time on a turn or ends its turn there. • You instantly make a flower blossom, a seed
• You double or halve the area of bright light and The bonfire ignites flammable objects in its area pod open, or a leaf bud bloom.
dim light cast by the flame, change its color or that aren't being worn or carried. • You create an instantaneous, harmless sensory
both . The change lasts for 1 hour. The spell's damage increases by 1d8 when you effect, such as falling leaves, a puff of wind, the
• You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th sound of a small animal, or the faint odor of
form of a creature, an inanimate object, or a level (4d8). skunk. The effect must fit in a 5-foot cube.
location- to appear within the flames and • You instantly light or snuff out a candle, a
animate as you like. The shapes last for 1 hour. torch, or a small campfire.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

Druid (XGE) Transmutation cantrip Druid (XGE) Conjuration cantrip Druid Transmutation cantrip

FROSTBITE GUIDANCE GUST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
minute
You cause numbing frost to form on one creature You seize the air and compel it to create one of
that you can see within range. The target must You touch one willing creature. Once before the the following effects at a point you can see
make a Constitution saving throw. On a failed spell ends, the target can roll a d4 and add the within range:
save, the target takes 1d6 cold damage, and it number rolled to one ability check of its choice. • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll It can roll the die before or after making the choose must succeed on a Strength saving throw
it makes before the end of its next turn. ability check. The spell then ends. or be pushed up to 5 feet away from you.
The spell's damage increases by 1d6 when you • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th moving one object that is neither held nor
level (4d6). carried and that weighs no more than 5 pounds.
The object is pushed up to 10 feet away from
you. It isn't pushed with enough force to cause
damage.
• You create a harm less sensory effect using air,
such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
breeze.

Druid (XGE) Evocation cantrip Druid Divination cantrip Druid (XGE) Transmutation cantrip

INFESTATION MAGIC STONE MENDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 minute V, S, M Instantaneous
a living flea You touch one to three pebbles and imbue them two lodestones
with magic. You or someone else can make a
You cause a cloud of mites, fleas, and other ranged spell attack with one of the pebbles by This spell repairs a single break or tear in an
parasites to appear momentarily on one creature throwing it or hurling it with a sling. lf thrown, a object you touch, such as broken chain link, two
you can see within range. The target must pebble has a range of 60 feet. If someone else halves of a broken key, a torn clack, or a leaking
succeed on a Constitution saving throw, or it attacks with a pebble, that attacker adds your wineskin. As long as the break or tear is no larger
takes 1d6 poison damage and moves 5 feet in a spellcasting ability modifier, not the attacker's, than 1 foot in any dimension, you mend it,
random direction if it can move and its speed is to the attack roll. On a hit, the target takes leaving no trace of the former damage.
at least 5 feet. Roll a d4 for the direction: 1, bludgeoning damage equal to 1d6 +your This spell can physically repair a magic item or
north: 2, south: 3, east: or 4, west. This spellcasting ability modifier. Whether the attack construct, but the spell can't restore magic to
movement doesn't provoke opportunity attacks, hits or misses, the spell then ends on the stone. such an object.
and if the direction rolled is blocked, the target If you cast this spell again, the spell ends on any
doesn't move. pebbles still affected by your previous casting.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid (XGE) Conjuration cantrip Druid (XGE) Transmutation cantrip Druid Transmutation cantrip
MOLD EARTH POISON SPRAY PRIMAL SAVAGERY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous S Instantaneous
(see below)
You extend your hand toward a creature you can You channel primal magic to cause your teeth or
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious fingernails to sharpen, ready to deliver a
within range and that fits within a 5-foot cube. You gas from your palm. The creature must succeed corrosive attack. Make a melee spell attack
manipulate it in one of the following ways: on a Constitution saving throw or take 1d12 against one creature within 5 feet of you. On a
• If you target an area of loose earth, you can poison damage. hit, the target takes 1d10 acid damage. After you
instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you make the attack, your teeth or fingernails return
and deposit it up to 5 feet away. This movement reach 5th level (2d12), 11th level (3d12), and 17 to normal.
doesn't involve enough force to cause damage.
• You cause shapes, colors, or both to appear on the level (4d12). The spell's damage increases by 1d10 when you
dirt or stone, spelling out words, creating images, or reach 5th level (2d10), 11th level (3d10), a nd
shaping patterns. The changes last for 1 hour. 17th level (4d10).
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.

Druid (XGE) Transmutation cantrip Druid Conjuration cantrip Druid (XGE) Transmutation cantrip

PRODUCE FLAME RESISTANCE SHAPE WATER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 1 S Instantaneous or 1 hour
minute (see below)
A flickering flame appears in your hand. The
flame remains there for the duration and harms a miniature cloak You choose an area of water that you can see
neither you nor your equipment. The flame within range and that fits within a 5-foot cube.
sheds bright light in a 10-foot radius and dim You touch one willing creature. Once before the You manipulate it in one of the following ways:
spell ends, the target can roll a d4 and add the • You instantaneously move or otherwise
light for an additional 10 feet. The spell ends if number rolled to one saving throw of its choice.
you dismiss it as an action or if you cast it again. change the flow of the water as you direct, up to
You can also attack with the flame, although It can roll the die before or after the saving 5 feet in any direction. This movement doesn't
doing so ends the spell. When you cast this spell, throw. The spell then ends. have enough force to cause damage.
or as an action on a later turn, you can hurl the • You cause the water to form into simple shapes
flame at a creature within 30 feet of you. Make a and animate at your direction. This change lasts
ranged spell attack. On a hit, the target takes for 1 hour.
1d8 fire damage. • You change the water's color or opacity. The
This spell's damage increases by 1d8 when you water must be changed in the same way
reach 5th level (2d8), 11th level (3d8), and 17th throughout. This change lasts for 1 hour.
level (4d8). • You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.

Druid Conjuration cantrip Druid Abjuration cantrip Druid (XGE) Transmutation cantrip

SHILLELAGH THORN WHIP THUNDERCLAP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 30 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Instantaneous S Instantaneous
The wood of a club or quarterstaff you are the stem of a plant with thorns You create a burst of thunderous sound that can
holding is imbued with nature's power. For the You create a long, vine-like whip covered in be heard up to 100 feet away. Each creature
duration, you can use your spellcasting ability thorns that lashes out at your command toward within range, other than you, must make a
instead of Strength for the attack and damage a creature in range. Make a melee spell attack Constitution saving throw or take 1d6 thunder
rolls of melee attacks using that weapon, and the damage.
weapon's damage die becomes a d8. The weapon against the target. If the attack hits, the creature The spell's damage increases by 1d6 when you
also becomes magical, if it isn't already. The spell takes 1d6 piercing damage, and if the creature is reach 5th level (2d6), 11th level (3d6), and 17th
ends if you cast it again or if you let go of the Large or smaller, you pull the creature up to 10 level (4d6).
weapon. feet closer to you.
This spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid Transmutation cantrip Druid Transmutation cantrip Druid (XGE) Evocation cantrip
CHILL TOUCH ABSORB ELEMENTS ANIMAL FRIENDSHIP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 reaction, which you take Self 1 action 30 feet
when you take acid, cold,
COMPONENTS DURATION fire, lightning, or thunder COMPONENTS DURATION
V, S 1 round damage V, S, M 24 hours
You create a ghostly, skeletal hand in the space COMPONENTS DURATION a morsel of food
of a creature within range. Make a ranged spell S 1 round
attack against the creature to assail it with the This spell lets you convince a beast that you
chill of the grave. On a hit, the target takes 1d8 The spell captures some of the incoming energy, mean it no harm. Choose a beast that you can
necrotic damage, and it can't regain hit points lessening its effect on you and storing it for your see within range. It must see and hear you. If the
until the start of your next turn. Until then, the next melee attack. You have resistance to the beast's Intelligence is 4 or higher, the spell fails.
hand clings to the target. triggering damage type until the start of your Otherwise, the beast must succeed on a Wisdom
If you hit an undead target, it also has next turn. Also, the first time you hit with a saving throw or be charmed by you for the spell's
disadvantage on attack rolls against you until the melee attack on your next turn, the target takes duration. If you or one of your companions
end of your next turn. an extra 1d6 damage of the triggering type, and harms the target, the spell ends.
This spell's damage increases by 1d8 when you the spell ends. At Higher Levels: When you cast this spell
reach 5th level (2d8), 11th level (3d8), and 17th At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can
level (4d8). using a spell slot of 2nd level or higher, the extra affect one additional beast for each slot level
damage increases by 1d6 for each slot level above 1st.
above 1st.

Druid (Spores) Necromancy cantrip Druid (XGE) 1st level Abjuration Druid 1st level Enchantment

BEAST BOND CHARM PERSON CREATE OR DESTROY WATER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet
1 action Touch 1 action 30 feet
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S, M Concentration, up to 10 V, S 1 hour
minutes a drop of water if creating water or a few grains of sand if
You attempt to charm a humanoid you can see destroying it
a bit of fur wrapped in a cloth within range. It must make a Wisdom saving
throw, and does so with advantage if you or your You either create or destroy water.
You establish a telepathic link with one beast you companions are fighting it. If it fails the saving Create Water: You create up to 10 gallons of
touch that is friendly to you or charmed by you. clean water within range in an open container.
The spell fails if the beast's Intelligence is 4 or throw, it is charmed by you until the spell ends or
until you or your companions do anything Alternatively, the water falls as rain in a 30-foot
higher. Until the spell ends, the link is active harmful to it. The charmed creature regards you cube within range, extinguishing exposed flames
while you and the beast are within line of sight of as a friendly acquaintance. When the spell ends, in the area.
each other. Through the link, the beast can the creature knows it was charmed by you. Destroy Water: You destroy up to 10 gallons of
understand your telepathic messages to it, and it At Higher Levels: When you cast this spell water in an open container within range.
can telepathically communicate simple emotions using a spell slot of 2nd level or higher, you can Alternatively, you destroy fog in a 30-foot cube
and concepts back to you. While the link is within range.
active, the beast gains advantage on attack rolls target one additional creature for each slot level
against any creature within 5 feet of you that above 1st. The creatures must be within 30 feet At Higher Levels: When you cast this spell
of each other when you target them. using a spell slot of 2nd level or higher, you
you can see. create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Druid (XGE) 1st level Divination Druid 1st level Enchantment Druid 1st level Transmutation

CURE WOUNDS DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE

CASTING TIME RANGE


CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10
V, S Instantaneous V, S Concentration, up to 10 minutes
minutes
A creature you touch regains a number of hit a yew leaf
points equal to 1d8 + your spellcasting ability For the duration, you sense the presence of
modifier. This spell has no effect on undead or magic within 30 feet of you. If you sense magic in For the duration, you can sense the presence and
constructs. this way, you can use your action to see a faint location of poisons, poisonous creatures, and
At Higher Levels: When you cast this spell aura around any visible creature or object in the diseases within 30 feet of you. You also identify
using a spell slot of 2nd level or higher, the area that bears magic, and you learn its school of the kind of poison, poisonous creature, or
healing increases by 1d8 for each slot level magic, if any. disease in each case.
above 1st. The spell can penetrate most barriers, but is The spell can penetrate most barriers, but is
blocked by 1 foot of stone, 1 inch of common blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or metal, a thin sheet of lead, or 3 feet of wood or
dirt. dirt.

Druid 1st level Evocation Druid 1st level Divination Druid 1st level Divination
EARTH TREMOR ENTANGLE FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You cause a tremor in the ground within range.
Each creature other than you in that area must Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is
make a Dexterity saving throw. On a failed save, ground in a 20-foot square starting from a point outlined in blue, green, or violet light (your
a creature takes 1d6 bludgeoning damage and is within range. For the duration, these plants turn choice). Any creature in the area when the spell
knocked prone. If the ground in that area is loose the ground in the area into difficult terrain. is cast is also outlined in light if it fails a Dexterity
earth or stone, it becomes difficult terrain until A creature in the area when you cast the spell saving throw. For the duration, objects and
cleared, with each 5-foot-diameter portion must succeed on a Strength saving throw or be affected creatures shed dim light in a 10-foot
requiring at least 1 minute to clear by hand. restrained by the entangling plants until the spell radius.
At Higher Levels: When you cast this spell ends. A creature restrained by the plants can use Any attack roll against an affected creature or
using a spell slot of 2nd level or higher, the its action to make a Strength check against your object has advantage if the attacker can see it,
damage increases by 1d6 for each slot level spell save DC. On a success, it frees itself. and the affected creature or object can't benefit
above 1st. When the spell ends, the conjured plants wilt from being invisible.
away.

Druid (XGE) 1st level Evocation Druid 1st level Conjuration Druid 1st level Evocation

FOG CLOUD GOODBERRY HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V Instantaneous
hour
a sprig of mistletoe A creature of your choice that you can see within
You create a 20-foot-radius sphere of fog range regains hit points equal to 1d4 + your
centered on a point within range. The sphere Up to ten berries appear in your hand and are spellcasting ability modifier. This spell has no
spreads around corners, and its area is heavily infused with magic for the duration. A creature effect on undead or constructs.
obscured. It lasts for the duration or until a wind can use its action to eat one berry. Eating a berry At Higher Levels: When you cast this spell
of moderate or greater speed (at least 10 miles restores 1 hit point, and the berry provides using a spell slot of 2nd level or higher, the
per hour) disperses it. enough nourishment to sustain a creature for healing increases by 1d4 for each slot level
At Higher Levels: When you cast this spell one day. above 1st.
using a spell slot of 2nd level or higher, the radius The berries lose their potency if they have not
of the fog increases by 20 feet for each slot level been consumed within 24 hours of the casting of
above 1st. this spell.

Druid 1st level Conjuration Druid 1st level Transmutation Druid 1st level Evocation

ICE KNIFE JUMP LONGSTRIDER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S, M 1 minute V, S, M 1 hour
a drop of water or piece of ice a grasshopper's hind leg a pinch of dirt
You create a shard of ice and fling it at one You touch a creature. The creature's jump You touch a creature. The target's speed
creature within range. Make a ranged spell distance is tripled until the spell ends. increases by 10 feet until the spell ends.
attack against the target. On a hit, the target At Higher Levels: When you cast this spell
takes 1d10 piercing damage. Hit or miss, the using a spell slot of 2nd level or higher, you can
shard then explodes. The target and each target one additional creature for each slot level
creature within 5 feet of it must succeed on a above 1st.
Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell
using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.

Druid (XGE) 1st level Conjuration Druid 1st level Transmutation Druid 1st level Transmutation
PURIFY FOOD AND DRINK (RITUAL) SNARE [1/2] SNARE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet
1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous
S, M 8 hours S, M 8 hours
All nonmagical food and drink within a 5-foot- 25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
radius sphere centered on a point of your choice
within range is purified and rendered free of As you cast this spell, you use the rope to create a creature is restrained by it.
poison and disease. circle with a 5-foot radius on the ground or the floor.
When you finish casting, the rope disappears and the
circle becomes a magic trap.
This trap is nearly invisible, requiring a successful
Intelligence (Investigation) check against your spell
save DC to be discerned.
The trap triggers when a Small, Medium, or Large
creature moves onto the ground or the floor in the
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the floor. The creature is restrained
there until the spell ends.
A restrained creature can make a Dexterity saving
throw at the end of each of its turns, ending the effect
on itself on a success. Alternatively, the creature or
someone else who can reach it can use an action to
make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no

Druid 1st level Transmutation Druid (XGE) 1st level Abjuration Druid (XGE) 1st level Abjuration

SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE PROTECTION FROM EVIL AND GOOD

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action Self 1 action Touch
1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S 10 minutes V, S, M Concentration, up to 10
V, S Instantaneous minutes
You gain the ability to comprehend and verbally A wave of thunderous force sweeps out from
communicate with beasts for the duration. The holy water or powdered silver and iron, which the spell consumes
knowledge and awareness of many beasts is you. Each creature in a 15-foot cube originating
from you must make a Constitution saving Until the spell ends, one willing creature you
limited by their intelligence, but at minimum, throw. On a failed save, a creature takes 2d8 touch is protected against certain types of
beasts can give you information about nearby creatures - aberrations, celestials, elementals,
locations and monsters, including whatever they thunder damage and is pushed 10 feet away
from you. On a successful save, the creature fey, fiends, and undead.
can perceive or have perceived within the past takes half as much damage and isn't pushed. The protection grants several benefits.
day. You might be able to persuade a beast to In addition, unsecured objects that are Creatures of those types have disadvantage on
perform a small favor for you, at the DM's completely within the area of effect are attack rolls against the target. The target also
discretion. automatically pushed 10 feet away from you by can't be charmed, frightened, or possessed by
the spell's effect, and the spell emits a them. If the target is already charmed,
thunderous boom audible out to 300 feet. frightened, or possessed by such a creature, the
At Higher Levels: When you cast this spell target has advantage on any new saving throw
using a spell slot of 2nd level or higher, the against the relevant effect.
damage increases by 1d8 for each slot level
above 1st.

Druid 1st level Divination Druid 1st level Evocation Druid (TCE) 1st level Abjuration

BURNING HANDS CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous
As you hold your hands with thumbs touching A creature you touch regains a number of hit
and fingers spread, a thin sheet of flames shoots points equal to 1d8 + your spellcasting ability
forth from your outstretched fingertips. Each modifier. This spell has no effect on undead or
creature in a 15-foot cone must make a constructs.
Dexterity saving throw. A creature takes 3d6 fire At Higher Levels: When you cast this spell
damage on a failed save, or half as much damage using a spell slot of 2nd level or higher, the
on a successful one. healing increases by 1d8 for each slot level
The fire ignites any flammable objects in the area above 1st.
that aren't being worn or carried.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.

Druid (Wildfire) 1st level Evocation Druid (Wildfire) 1st level Evocation

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