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Dragon Ninja
•ICQ#34140852

Advanced Dungeons and Dragons Spells

Third level wizard spells

Acidball
Evocation
Components: V,S,M (a ball of bat guano and some caustic soda) 
Range: 10 feet + 10 feet/level 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: 20-foot radius 
This spell is identical to Fireball except that it inflicts acid damage instead of fire.

Acid Burst
Evocation
Range: 0
Components: VSM (a slice of lemon)
Duration: instant
Time: 3
Effect: a cone 12 meters long and 6 meters wide at the end.
ST: half
The spell spews acid from the wizard's hands forward in a large cone, inflicting 1d6 damage per level, up to 10d6. The acid may damage items. The damage can be halved with a TS.
Source: Zappo

Albino Fruit Flies
Conjuration/Summoning
Components: V,S,M 
Range: 30 yards + 10 yards/level 
Casting Time: 3 
Duration: See below 
Saving Throw: Neg (but see below)
Area of Effect: One 10-foot cube/level 
This spell causes a great cloud of small, white, harmless but annoying flies to spring forth. These bugs are so dense as to obscure vision within the cloud to only 2 feet. These albino fruit flies, while they do not bite, secrete a sticky gooey substance, so that anyone caught within the cloud and failing a saving throw will be affected as if by a Slow spell. While the cloud itself will only last for 2 rounds +1 round per level of the wizard, the effects of the sticky gunk on characters will last until they manage to wash it off, a feat which requires at least half a gallon of water for a man-sized creature, and takes 1 turn. Using more water will reduce this time, of course, and complete submersion in water will wash a character in a single round. These flies have an even worse effect on vegetation. Beings made from vegetable matter will take 1d3 points of damage per level of the wizard for as long as they remain within the cloud. Other vegetation will surely be eaten within a few rounds, destroying gardens or forests, and probably greatly angering any nearby druids! The material component of this spell is a live ash-white fly or any other kind of small, harmless, but extremely annoying insect.

Alpha's Comet
Conjuration, Evocation
Components: V,S,M 
Range: 10 feet + 5 feet/level 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: None 
Area of Effect: Special 
This spell creates a flaming missile with a trail of superheated noxious gasses. The comet unerringly strikes one target, the impact causing 3d6 points of damage and the flames an additional 3d6. Furthermore, any creature within 5 feet of the comet's path will suffer 2d4 points of fire damage. All those within 5 feet of the point of impact will suffer 3d4 points of damage. Anyone who suffers damage from this spell is also considered to have been engulfed in the noxious fumes, and will be at -2 on all rolls (10% spell failure chance) for 1d6 rounds due to coughing, choking, and blurred vision. The material component is a ball of pitch mixed with sulfur and phosphorus. 

Alpha's Darklight
Alteration
Components: V,S,M 
Range: 10 yards/level 
Casting Time: 3 
Duration: 1 turn + 1 round/level 
Saving Throw: None 
Area of Effect: 15-foot radius globe 
This spell is exactly the same as the second-level wizard spell Darkness, 15-foot Radius (q.v.), except in that the wizard can see normally through 
the darkness so created as if in normal lighting conditions. Alternatively, the wizard can bestow the visual benefits to another character by crushing the material component and sprinkling the dust into the eyes of the recipient. The material component is a piece of coal or charcoal, which must be crushed and applied as above. Note that the spell only allows normal vision through the darkness caused by the particular casting, and lends no benefit towards other darkness, either normal or magical. 

Alpha's Flames of the Faltine
Alteration, Evocation
Components: V,S,M 
Range: 0 
Casting Time: 3 
Duration: 2 rounds + 1 round/level 
Saving Throw: None 
Area of Effect: Special 
This spell sheathes the wizard in hot yellow flames and blurs the wizard's features somewhat, causing them to assume a smooth and somewhat indistinct shape, also turning a dark red colour. The flames will appear to be present even coming out of the wizard's eyes and mouth. These flames give the wizard no special protection, but they do shed bright light in a 30-foot radius. Furthermore, any creature striking the wizard with a claw, bite, or similar attack or a hand-held weapon less than 5 feet long will suffer damage as though contacting a Wall of Fire spell (q.v.) - 2d6 points of damage + 1 point per level of the wizard. Undead suffer double damage, and creatures especially susceptible to flame may also take additional damage.
The wizard may attempt a melee attack to burn others with this fire, a successful blow causing 1d6 points of damage + 1 point per two levels of the wizard. Creatures passing within a 5-foot radius of the wizard suffer 1d4 points of heat damage. By standing still and concentrating, the wizard may extend this heat radiation, inflicting 2d4 within a 5-foot radius and 1d4 within a 10-foot radius, but this falls back to the usual level if the wizard stops concentrating or resumes moving. 
The wizard can attempt to destroy inanimate objects by touching them, requiring a save vs. normal fire to avoid destruction. This may be attempted once per round, at a -1 cumulative penalty for each consecutive round of handling. Items on the wizard's person at the time of the casting of this spell are unaffected by the flame. The wizard may end this spell prematurely if desired. The material component for this spell is a flask of oil, poured over the wizard's head during the casting of the spell, and an open flame of any size.

Alpha's Heat Lightning
Evocation
Components: V,S,M 
Range: 10 yards/level 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: One creature 
This spell calls down a bolt of reddish-purple lightning which strikes a single creature within range. The bolt inflicts 1d6 points of damage per level of the wizard. Cold or water-based creatures suffer an additional 1 points of damage per die, while creatures resistant to heat OR electricity suffer half normal damage (1/4 with a successful save). All non-magical metal worn by the target must save vs. lightning (at +2 if the save was made, but at -2 if the save was failed) or be fused to any nearby metal (sword fused to gauntlet, pieces of armour fused together, preventing movement). The material component of this spell is a short glass rod, a bit of fur, and a bit of iron or lodestone.

Alpha's Ice Bolt
Conjuration/Summoning
Components: V,S,M 
Range: 60 yards 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: Special 
With this spell, the wizard opens a small hole in the spatial fabric into the supernatural cold of the para-elemental plane of ice. It brings forth a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the hole is opened for only a very brief time). This missile hits with great force, causing 3d10 points of damage from the impact alone. If the target saves vs. petrification, only a glancing blow is dealt, and the victim suffers only 1d10 points of damage. An additional save (also vs. petrification, and at +4 if only a glancing blow was suffered) must be made, or the victim will be stunned for 1d6 rounds from the force of the blow.
The ice absorbs heat from the nearby air, and this causes 1d6 points of cold damage (no saving throw) to all within 5 feet of the bolt's path, and within a 10-foot radius of the target creature. The bolt shatters upon striking its target, and the victim will suffer an additional 4d6 points of cold damage (2d6 if only a glancing blow was suffered).
Fire-using creatures take double damage from the cold caused by the bolt, while those resistant to cold take none. Both types of creatures suffer full damage from the bolt itself. Water-based creatures in liquid form will suffer only 1d10 points of damage from the blow, and cannot be stunned, but they will automatically be slowed for 2d4 melee rounds.
If the target creature is struck fully (i.e. fails the initial saving throw), then exposed items on that side of the wizard must make a save vs. crushing blow, and all items carried by the wizard must save vs. magical frost (note also that items on the side struck by the bolt must save at -10, due to the cold and the blow). The material component of this spell is a clear gem worth not less than 100 GP.

Alpha's Images of Ikonn
Illusion/Phantasm
Components: V,S,M 
Range: 0 
Casting Time: 3 
Duration: 2 rounds/level 
Saving Throw: None 
Area of Effect: 15-foot radius sphere 
This spell is similar to the second-level Mirror Image spell (q.v.). The wizard gains 1 mirror image for each level of experience, rather than rolling randomly. These images can appear anywhere within 15 feet of the wizard, and a blurring distortion effect occurs in the casting of this spell and at the end of each melee round which prevents isolation of the true wizard in the new melee round, even if the wizard was successfully attacked in the previous round. Area effect attacks (Fireball, etc.) can still affect the wizard even if his location is not known. As a final benefit, if one of the images is struck by an opponent, the wizard may make an unmodified save vs. breath weapon. If successful, the image will not be dispelled by the blow. The material component of this spell is a small carving or doll of the wizard and a broken mirror. 

Alpha's Lightwall
Evocation
Components: V,S,M 
Range: 10 yards/level 
Casting Time: 3 
Duration: 1 round/level 
Saving Throw: Special 
Area of Effect: 10-foot long/level square 
This spell causes a wall of dazzling yellow-white light to come into being at any point within the range of the wizard. Vision through the wall by any means is quite impossible, though it is negated by a Darkness (q.v.) spell cast at it. When the wall first comes into being, all those within 10 feet of it who are not averting their eyes (thus a wizard could warn his companions that he was about to cast this spell) must make a save vs. petrification to avert their gaze from the wall in time to avoid being dazzled by its brightness. This dazzling results in a -2 penalty to hit, a 20% spell failure chance for wizards, and a -1 penalty on initiative dice rolls. These effects persist for as many rounds as the difference between the victim's die roll and the roll needed for him to save. These effects can persist even after the duration of the spell has elapsed.
Naturally, blind or sightless creatures are unaffected by this spell, but subterranean or dark dependent creatures (e.g. drow, duergar, svirfneblin) suffer a -3 on their saving throw. Further, they are not protected by their normal magic resistance, as the spell is not cast directly at them. They are as vulnerable to its existence as any other creature would be. The light given off is equivalent to a Continual Light (q.v.) spell within 20 feet, and equivalent to a Light spell (i.e. normal torchlight) in an additional 80-foot radius. The Lightwall, if cast outdoors, can be seen up to a mile away per level of the wizard (reflecting the additional size of a larger wizard's Lightwall). The wall can, of course, be created smaller than the maximum size for the wizard's level.
The wall itself causes no damage to creatures passing through it. However, a character fighting someone with a Lightwall directly behind him suffers 
a -1 on his chances to hit (note that this is cumulative with the dazzling effects described above). Similarly to the first-level Alpha's Wall of Darkness (q.v.) spell, sound is blocked by the Lightwall, assuming that it does not allow sound waves to travel around the sides of it (as when cast outdoors, for example). It does not absorb sound or prevent spellcasting, it merely does not allow sound to pass through it (even if such sound is from a Horn of Blasting or a Shout spell). The material component is a clear gemstone or a sunstone worth not less than 100 GP. 

Alpha's Lucent Lance
Alteration
Components: V,S,M 
Range: 10 yards 
Casting Time: 1 round 
Duration: 1 round 
Saving Throw: None 
Area of Effect: Special 
There must be some ambient light available in order for this spell to work. The effectiveness of this spell is determined by the amount of ambient light available. The wizard must concentrate for a full round to focus the light into the Lucent Lance, after which its energy may be released. The power of the Lance is such that it can carve through wood or soft metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up to 1/4 inch thick, this thickness multiplied by the appropriate modifier on the table below. Items carried by a living creature are partially protected by that creature's aura, and gain a save vs. magical fire (modified as below) to avoid being damaged by the Lance. Living creatures suffer a base of 1d6 points of damage, modified as below, with a maximum upper limit of not more than 1d6 per level of the wizard. The Lucent Lance coalesces as a ball of light around the wizard's hand holding the material component, and shoots forth until maximum range is reached or until a sufficient thickness of material blocks its progress. The Lucent Lance may be traversed over an arc up to 1 foot per level of the wizard at its maximum range. The wizard's hand glows brightly while the spell is being cast and while it is active.
Type of Light  Damage Modifier Save Modifier
Candlelight 1/2 +3
Single torch or lantern 1 +1
Multiple torches, Light spell, starlight, magical dagger 2 +0
Large bonfire, bright moonlight, Continual Light spell, magical sword  4 -1
Multiple magical light sources, indirect or filtered sunlight 6 -2
Direct sunlight, Sunray spell 12 -4
If the light source used is a fire of some sort, that fire has a 50% chance of going out. A permanent light effect (e.g. magical sword or dagger) will lose its power to shed light for 1d10 rounds. A spell used as the light source will be automatically dispelled if it's a spell of up to third level, and will have its duration cut by 25% if it's a higher level spell. The material component is a small, oblong corundum rod worth at least 100 GP.

Alpha's Night of the Leonids
Conjuration/Summoning
Components: V,S,M 
Range: 30 yards + 10 yards/level 
Casting Time: 3 
Duration: 1 round 
Saving Throw: None 
Area of Effect: Special 
This spell can only be cast outdoors at night. It calls down a number of flaming meteorites to strike unerringly any targets within range. The wizard can call down 1d4 meteorites, plus another for every five levels of experience (1d4+1 at 5th-9th, 1d4+2 at 10th-14th, etc.). Each meteorite strikes a single target, though more than one may strike any given target. Each of these "Leonids" comes blazing down from the heavens, striking for 1d6+1 points of impact damage and an additional 1d6+1 points of fire damage. The material component for this spell is a bit of meteoric iron.

Alpha's Rolling Thunder
Evocation
Components: S 
Range: 0 
Casting Time: 1 
Duration: Special 
Saving Throw: Special 
Area of Effect: 5-foot/level radius circle (special) 
The wizard need but throw his arms heavenward and a great rolling thunderclap will sound directly overhead. All creatures within 10 feet of the wizard must save vs. petrification or be knocked prone, suffering 1d4+1 points of damage, and are automatically stunned for 1 round and deafened for 1d4+1 rounds. Those within one-half the radius of the spell (e.g. within 25 feet of a tenth-level wizard) but not within 10 feet must save vs. spells or be stunned for 1 round, and are automatically deafened for 1d4+1 rounds. All others in the area of effect must save vs. spells or be deafened for 1d4+1 rounds.

Alpha's Silverlight
Evocation
Components: V,S,M 
Range: 60 yards 
Casting Time: 3 
Duration: 2 rounds/level 
Saving Throw: Special 
Area of Effect: 30-foot radius sphere 
This spell is similar to the second-level Continual Light spell in that it creates a very bright light (almost as bright as full daylight). However, any creature within the area of light which is vulnerable to silver (e.g. wights, wraithes, lycanthropes, devils) will suffer 1d6 points of damage every round that it remains in the area of effect, and will be at -2 to on to hit rolls and +2 to be hit due to the intense discomfort felt by such creatures while within the Silverlight. Alternatively, the wizard may throw the spell directly at a single target. Such a creature must save vs. spells or be blinded for the duration of the spell. If the save is made, the spell forms as per usual about one foot behind the intended target, and its duration is halved. A creature vulnerable to silver who is thus targeted need not save vs. blinding, but will instead suffer 1d6+1 points of damage per level of the wizard, up to a maximum of 10d6+10, and will be stunned for 1d4 rounds. A successful saving throw vs. spells at -2 will halve the damage and reduce the duration of the stun to a single round. If thrown thus at a creature vulnerable to silver, the spell will not form normally, regardless of the saving throw, as its magic is used up in the attack on the creature. The material component is a bit of pure silver.

Alpha's Starfire
Evocation
Components: V,S,M 
Range: 30 yards 
Casting Time: 1 
Duration: 1 round 
Saving Throw: Special 
Area of Effect: 5-foot diameter column, 30 feet high 
This spell creates a column of brilliant, blazing silvery-white flames. All within 10 feet of the column not looking away must save vs. petrification or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (e.g drow, duergar) save at -3 vs. this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 points of damage per level of the wizard, up to a maximum of 10d6. A save vs. spells will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. The material component for this spell is a bit of silver and a shard of crystal.

Apparition
Illusion/Phantasm
Components: V,M 
Range: Touch 
Casting Time: 1 round 
Duration: 1 round/level 
Saving Throw: Neg. 
Area of Effect: One creature's face 
This spell transforms the recipient's or victim's face into a horrible and terrifying mask of the wizard's own imagination. The spell will not duplicate the face of any known creature, but the characteristic of a number of creatures can be mixed. The magic used is highly volatile, and often takes on a life of its own, adding emphasis to the ideas of the wizard. Creatures of 1 HD or less who are surprised must roll save vs. magic or flee for 1d3 rounds. If the spell is cast on an unwilling victim, the victim is allowed a save vs. magic to avoid the affects.

Astral Wall
Abjuration, Conjuration
Components: V,S,M 
Range: 1 yard/level 
Casting Time: 1 round 
Duration: 1 turn/level 
Saving Throw: None 
Area of Effect: 100 square feet/level 
This creates a wall (which can have any shape the wizard desires, including a sphere) which prevents physical effects which would pass through normal walls, such as Teleport, Astral Projection, Monkish "phase" ability, etc. Any such attempt by a character will fail, leaving the character on the other side of the wall. It is, however, possible to simply walk through an Astral Wall. If the spell is linked to an existing physical wall (including one created by Wall of Stone or Iron), the duration becomes one hour per level. The Astral Wall can be disrupted by Dispel Magic cast from either the physical or astral plane. The material component is a piece of parchment.

Azalldam's Waterspray
Invocation/Evocation
Components: V,S,M 
Range: 0 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: ½ 
Area of Effect: 50-foot long, 5- to 15-foot wide cone 
This spell causes a high-pressured cone of water to stream from the wizard's hand; this cone is 50 feet long, 5 feet wide at the wizard's hand, and 15 feet wide at the base. The majority of damage is caused by the high pressure of the stream; anyone caught inside the area of effect suffers 3d8 points of damage; a successful saving throw vs. spell will reduce this damage by one half. Those who fail their saves must roll saves vs. crushing blow for all their possessions to avoid their destruction. In addition, victims who fail their initial saves must make a Dexterity check; if this check fails, the target is pushed backwards 1d20 yards, and is knocked prone. The water from this spell will extinguish any normal fires, but has only a 50% chance to put out magical fires. This spell will inflict double damage on fire elementals or similar creatures.
The material component for this spell is a large beaker of water which is used up when the spell is cast.

Blink, Blank, Blunk
Alteration, Wild Magic
Range: 0
Effect: the caster
Duration: 1 round/level
Time: 3
ST: special
Components: VS
This spell is a play off of the spell Blink in the player's handbook. During odd rounds, this spell functions exactly as the spell blink. During even rounds, any creature that hits the caster must roll a saving throw vs. spell, or the creature blinks immediatly. Every round that is a muliple of 5 erases all of the blinkings that have resulted from this spell.
Source: Mysrule.

Dark Missile
Evocation
Components: V,S
Duration: instant
Time: 6
Range: 60 mt.
This spell is similar to Magic Missile, of which it is an enhanced version because it creates a black missile which unerringly strikes any visible target in range causing 2d4+1 of darkness based damage (shadow creatures should take less or no damage; light creatures should take more damage). At 6° level the mage casts 3 missiles and so on every 5 levels (at 11° he casts 5, at 16° 7...).
Source: Alessandro Ongari

Finger of the Vampire
Necromantic
Range: 24 meters
Components: VSM (a piece of nail)
Duration: instant
Time: 3
Effect: one target
ST: half
This spell inflicts to the target 1d6 damage every 2 levels of the caster, rounded down. A saving throw vs. magic halves the damage. The caster gains an amount of HP equal to the damage inflicted, up to his normal maximum.
Source: Zappo

Lelarriol's Protective Aura
Evocation
Range: 0
Components: VS
Duration: 1 turn/level
Time: 3
Effect: personal
ST: no
The spell creates a protective aura which deviates the enemies' hits, bettering the AC of the mage by 1 point every three levels (2 at sixth, 3 at ninth, etc..). The aura is invisible to naked eye, but detect invisibility reveals a faint glowing around the character.
Source: Zappo

Minor Globe of Vulnerability
Alteration, Wild Magic
Range: 5 yards/level
Area of Effect: one creature
Duration: 1 round/level
Casting Time: 6
Saving Throw: Neg
Components: VS
Minor Globe of Vulnerability causes the target creature to become especially vulnurable to 1st 2nd and 3rd level spells. When cast on a target creature, the creature gets a save vs. spell and magic resistance roll (if applicable) to stop the spell from taking effect. These rolls can be voluntarily failed. If successful, every time the effected creature is within the effected range of a 1st, 2nd, or 3rd level spell, percentile die are rolled on the following table:
1-5% double effect (time or damage), save for normal effect
6-70% normal effect, no save or magic resistance allowed
71-80% normal
81-95% 1/2 effect, no save
96-100% target gains ability to cast the spell next round, automatic save.
Source: Mysrule.

Oil of Impact
Alteration
Range: touch
Components: VSM (a hard stone)
Duration: 1d4+8 rnd
Time: 3
Effect: one staff, mace, sling pellet or such
ST: no
This spell reproduces the effects of the Oil of Impact. Enchanted pellets remain so for one use or 24 hour; weapons for 1d4+8 rnd since they are used. Another version, called Oil of Sharpness, does the same effects on edged or piercing weapons.
Source: Zappo

Random Spell III
Wild Magic, Abjuration
Range: 10 yards/level
Area of Effect: One general location or creature
Duration: Special
Casting Time: 1
Saving Throw: Special
Components: VS
This spell is perhaps the most unpredictable of all wizardly spells. The caster, in desperate need of haste, taps into the magical resources of the Third Level. He does not, however, cast a specific spell. Instead, a Wizardly or Priestly spell of 3rd level is randomly rolled. The caster has no idea what spell he is bringing forth, only the targeting specs (creature, area, item, direction, etc.). While powerful with respect to capability, this is a very risky action.
Source: Mysrule.

Torture
Demonology, Evocation
Range: 30 yards
Area of Effect: 10' radius
Duration: Special
Casting Time: 7
Saving Throw: neg.
Components: VSM
This spell causes chains with sharpened edges and shackles to spring forth from any natural surroundings (including natural caverns). A successful save vs. spell means that the creature is not bound, and can act as it chooses; if the save is failed, the chains bind and squeeze the victim. These chains, depending on the situation, cause a variety of torturous positions. Commonly, chains from the ceiling hang victims by the meat hooks, from narrow corridor walls chains stretch the victim in an attempt to pull him/her apart, from the ground chains bind the creature and try to squeeze him into the ground, etc. These devices are real, and cause 1 point of damage a round. A Con check must be made each round to see if consciousness can be maintained (but cannot be optionally failed). While conscious, escape can be achieved through a successful bend bars/lift gates roll. The next round, however, new chains bind the creature if he does not exit the area of effect. Once unconscious, the creature does not awaken until 1d3 round after the spell has expired. Keep in mind that his allies being tortured is not a pleasant sight, and can evoke a large variety of emotional responses. Any creature (including the caster) foolish enough to enter the area during its duration must save or be caught in the chains. The base duration of this spell is 15 rounds. Each creature, beyond the first, caught in the chains reduces this duration by 1 round. If there are more than 15 creatures in the area, the spell is wasted. Creatures that enter and then re-enter the area do not lower the spell’s duration, but new creatures entering the area and becoming caught take off the appropriate number of rounds remaining (i.e., if 20 kobolds suddenly run into the area to aid a companion, the chains vanish and the spell expires; however, if a foolish dwarf leaves and re-enters the area 15 times, he merely makes himself prone to fresh attack from the chains each time). The material components of this spell are a razor blade, ashes from a corpse, and a locking mechanism.
Source: Mysrule.

Vehicle Invisibility
Illusion
Range: 12 meters.
Components: VSM (the same as Invisibility)
Duration: special
Time: 2 rounds
Effect: one vehicle
ST: no
This spell makes invisible a vehicle (a cart, a ship) and anything it carries. The area of effect of the spell is a sphere with diameter equal to the wizard's level (max 10 meters): if target vehicle doesn't fit fully into this sphere, the spell fails. From inside the vehicle it is hard to look outside. Every item will be unfocused, as if under a blur spell (this only from the vehicle occupants' point of view). As soon as an object gets out of the vehicle or someone inside attacks someone outside, the spell ends. It can't last longer than 24 hours.
Source: Zappo