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DnD Secret Crafts Mentologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of Mentalism

aka Mentalist, Mentologist or Masters of the Mind

They are known as a Mentologist in the library of the Great School of Magic in Glantri. They started out (and can still be found) as the Mentalists or Master of the Mind of the Ethengar. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-03 Glantri
0e-gaz-03 gaz3 D&D BECMI Glantri

This secret crafts was brought into this world by the ancient ancestors of the ethengar. It has been passed down over the generations and learned by those who have a deep connection with Dreams. It is connected to the Sphere of Thought.

Source Material: This secret craft was built from material gained from various editions of the game. The Principalities of Glantri (0e-gaz-03), Encyclopaedia Arcane – Enchantment – Fire in the Mind (3e-mgp-ea10), Encyclopaedia Psionica – World Shapers – The Secret Revolution (3e-mgp-ea24), Ultimate Prestige Classes Vol 1 (3e-mgp-uh01 – Dreamer), Ultimate Prestige Classes Vol 2 (3e-mgp-uh07 – Mirror Mage, Stardreamer).

List of Practitioners of the Mentologist Secret Craft

  • Initiates
  • 1st Circle
  • 2nd Circle
  • 3rd Circle
  • 4th Circle – Lord Urmahid Krinagar (Skullhorn Pass, Glantri)

Mentologist Craft Locations

Characters in these locations can activate a secret craft without expending points on a success or failure, but still suffer the full effects of a critical failure. In some instances, a critical success enhancement has become permanent.

Good Magic LocationsDreamland (Alfheim(0,-8)), Misthaven (Alfheim(6,7)),

Craft Magical Items -Mentologist

Ranks of the Mentologist Secret Craft

Mentologist Initiate

To become an initiate, one must be part of either a Student of the Great School of Magic, or from the Ethengarians of their descendants the Makistani.

Secret CraftMentologist – Initiate

  • Craft Bonus = Proficiency + Int + Cha + circle +2 (Alysian, Ethengarian, Makistani)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + Char mod + circle achieved +2 (Alysian, Ethengarian, Makistani).
  • Bonus Language – Ethengarian or Ylari
  • Associated Sphere – Usually a Thought Immortal, Ethengarian Pantheon Immortal, Ylari Pantheon Immortal, but any Immortal who is a Patron of cleverness or trickery is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Thought (mental) You can make a craft check to use a artefact of Thought without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Ethengarian or Ylari attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Mentologist Additional Crit Effects

  • Mentologist Additional Craft Mishap: In addition to the base critical failure effect your mental pain is projected outwards which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly until you finish a short or long rest and have disadvantage on rolls using language.
  • Mentologist Additional Craft Boon: In addition to the base critical success effect you are bolterd by the touch of the gods and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using language.

Associated Classes: These classes can select this secret crafts as part of their level advancement.

  • Bard: College of the Jester (fkcc3)
  • Cleric: Beauty Domain (br185), Tyranny Domain (br190)
  • Monks: Way of the Cobalt Soul (td104)
  • Ranger: Fey Hunter (fkcc11)
  • Rogue: Inquisitive (xge45), Mastermind (xge46)
  • Wizard: School of Enchantment (ph117)

Associated Feats for the Mentologist:

Spell ListSecret CraftMentologist (Mental)
(Compulsion, Psychic and Sleep based spells)

Cantrip – Befuddle (bls19), Daze Animal (bls40), Friends (ph245), Misstep (mhh183), Shadow Blindness (mhh191), Vicious Mockery (ph285)

1st Level SpellsAnimal Friendship (ph213), Broken Charge (mhh155), Cause Fear (xge151), Charm Person (ph222), Command (ph223), Compelled Duel (ph225), Dissonant Whispers (ph235), Hideous Laughter (ph281), Loki’s Gift (mhh181), Screaming Ray (mwb433), Sleep (ph277), Thunderous Charge (mhh197), Wrathful Smite (ph290),

2nd Level Spells – By the Light of the Moon (mhh155), Crown of Madness (ph230), Crushing Trample (mhh160), Destructive Resonance (mwb424), Detect ThoughtsR (ph232), Dream Speaker (bls48), Elemental Horns (mhh165), Enthrall (ph239), Furious Hooves (mhh170), Hold Person (ph252), Mind Spike (xge162), Phantasmal Force (ph265), Psychic Leech (fkcc22), Shadow Blade (xge164), SuggestionR (ph280), Thunderous Stampede (mhh197), Zone of TruthR (ph290),

3rd Level Spells – Alone (mwb420), Catnap (xge151), Confound Senses (mhh159), Enemies Abound (xge151), Magic CircleRO (ph257), Maze Lesser (mhh182), See the Ephemeral (bls103), Spell Kill (bls112)

4th Level Spells – Charm Monster (xge151), Compulsion (ph225), Confusion (ph225), Dominate Beast (ph235), Dream Dalliance (fkcc21), Hallucinatory TerrainRO (ph250), Labyrinth Mastery (mhh177), Lovesick (mwb431), Mind Carve (bls87), Moon Trap (mhh183), Phantasmal Killer (ph266), Staggering Smite (ph322), Stupefy (bls115)

5th Level Spells – Dominate Person (see Dominate Beast), DreamRO (ph237), GeasRO (ph245), Hold Monster (see Hold Person), Labyrinthine Howl (mhh177), Skill Empowerment (xge165), Synaptic Static (xge167), Voice of Memories (bls124)

  • 6th Level – Chaotic World (mhh157), Confounding Battlefield (bls34), Mental Prison (xge161), Walk the Twisted Path (mhh201)
  • 7th Level – Purple Haze (bls95)
  • 8th Level – Maddening Darkness (xge160), Glimpse of the Void (mwb429)
  • 9th Level – Eternal Sleep (bls54), Maze Greater (mhh182), Psychic Scream (xge163), Touch of Madness (bls117), Wrack the Mind (bls130)

* details to come. R – Ritual Spells.
Source: ph

Mentologist 1st Circle (Apprentice)

Secret CraftMentologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Mentologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short or long rest. This lasts until you take a long rest and you don’t spend the Soul Burn to extend it. While active you radiate the changing colours as bright light for 10 ft. All mental (psychic) attacks treat a damage dice rolled of 2 or less as a 2.

  • Dreamer (Power SB 1 DC 16) Using a specially prepared drink (25 gp) you enter a trance sleep that does not require food or drink and disease and poisons do not progress, but you age normally. This lasts until you choose to awake, you can astrally project while in this trance up to 50 miles from your body.
  • Harvester (Power SB 1 DC 16) During a short or long rest you can extract ingredients from a sleeping target within 20 ft and you have line of effect to them. The target makes a Wisdom saving throw or takes 1d6 psychic damage, plus an extra 1d6 for each 5 points they exceeded the craft roll by and gains an extract per dice rolled. On a success the target takes half damage and wakes and knows who caused the damage. The extracts are still taken and use up 50 gp of specially prepared materials.
  • Hypnosis (Enhancement SB 1 DC 16) Outside of combat, a mentalist can talk for a minute and can affect up to their level in hit dice of people. If he succeeds, they make a will save, if they fail, they follow instructions of the mentalist and only get another save if their lives are in danger. If they don’t understand the mentalists language, they stare blankly ahead. If they take damage, they snap out of it straight away, if they make their save, or the illusionist fails his roll then they notice the mentalist is acting weird.
  • Mirror Connection (Enhancement SB 1 DC 16) You can use a mirror to connect to another mirror that you know. This provides a visual view of the area in front of the mirror. You can choose to make the mirror your looking out of show what would be reflected out of the mirror you are looking into. You have advantage against gaze attacks. You can change the target mirror to another known mirror as an action.
  • Prepare Mirror (Enhancement SB 1) You can prepare a mirror you touch to become one of your known mirrors as an action. You can also reconnect to a mirror you have previously connected to in the past.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Laboratory – Mentalists must create a laboratory to use their abilities in at the cost of 5,000 gp per circle they have obtained.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Distil Essences (SB 1) It takes 4 hours per essence extracted to create dreamer’s dust. A successful roll indicates that the essence was successfully distilled, otherwise it is lost. Each attempt costs 100 gp in materials and needs to be done in your laboratory.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Mirror Familiar (SB 1+) You spend a week to training a familiar to take on mirror traits. This gives the familiar once per short rest the ability to act as one of your connected mirrors. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ethengarian or Ylari pantheons). You cannot recover the soul burn while you retain the familiar.
  • Mirror Companion (SB 1+) You spend a week to training a companion to take on mirror traits. This gives the companion once per short rest the ability to act as one of your connected mirrors. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ethengarian or Ylari pantheons). You cannot recover the soul burn while you retain the companion.
  • Mirror Mount (SB 1+) You spend a week to training a mount to take on mirror traits. This gives the mount once per short rest the ability to act as one of your connected mirrors. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ethengarian or Ylari pantheons). You cannot recover the soul burn while you retain the mount.
  • Mental Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Mentologist 2nd Circle (Journeyman)
  • Attributes – Secret Craft – Mentologist – 2nd Circle
    • Mentologist Journeyman (Enhancement SB 2 DC 18) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. Minimum damage on psychic dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
      • Dreamer Alteration (Power SB 2 DC 18) While the dreamer power is active, you may attempt to affect one intelligent creature’s dreams, up to 1 mile per level away. You send them false messages or horrible nightmares if he fails a wisdom saving throw, they gain one level of exhaustion. If you fail to affect the same target two nights in a row, they are immune to this ability in the future from you.
      • Dreamer Conversation (Power SB 2 DC 18) While astral you can converse with people you know who are sleeping. A person being spoken to can make a saving throw to block you out.
      • Dream Spells – Bonus – Using dreamer’s dust, you can change the energy of a spell being cast to psychic. it requires a potency equal to the level of the spell being cast.
      • Mirror Reading (Power SB 2 DC 18) Must activate Mirror Connection first, you gain advantage on Insight, Intimidate, Investigation, and Perception checks made through the mirror and may attempt to read the thoughts of someone looking in the target mirror as per detect thoughts
    • Downtime Activities: require 2 or more points to activate and do not require you to have the manifestation active to use.
      • Condense Dust (SB 2) You can combine up to nine doses of dreamer’s dust into a single condensed version. A successful craft check made over a week costing 250 gp of materials creates dust with a potency of the doses you used. A failed roll destroys doses equal to the number you failed your check by.
Mentologist 3rd Circle (Adept)
  • Attributes – Secret Craft – Mentologist – 3rd Circle
    • Mentologist Adept (Enhancement SB 3 DC 20) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. Minimum damage on psychic dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
      • Delirium Tremens (Power SB 3 DC 20) Targets make a wisdom saving throw or becomes affected by phantasmal force dealing 4d6 psychic damage (instead of the usual 1d6). You can affect your level in HD of creatures within 120 ft that you can see. You need to concentrate to maintain the effect.
      • Dreamer Scrying (Enhancement SB 3 DC 20) While in a trance, you can Scry as per the spell, ending the scry also ends the trance.
      • Mirror Step (Power SB 3 DC 20) Must activate Mirror Connection first, you can treat a mirror target as a doorway for a dimension door spell if you are within range.
    • Downtime Activities: require 3 or more points to activate and do not require you to have the manifestation active to use.
      • Draught of Battle (Power SB 3 DC 20) Taking a day to prepare and 20 gp of alcohol you can make this draught. For each level of potency used (max +5) in the single dose of dreamer’s dust the drinker gains a +1 bonus and advantage on attack and damage rolls. The drought effect lasts for 1 round per potency and takes an action to use, ending the drinkers turn and giving advantage to attack against the drinker until the start of their next turn, and disadvantage on saving throws.
      • Draught of Skill (Power SB 3 DC 20) Taking a day to prepare and 10 gp of alcohol you can make this draught. For each level of potency used (max +3) in the single dose of dreamer’s dust the drinker gains a +1 bonus and advantage on skill rolls. The drought effect lasts for 10 min per potency and takes an action to use, ending the drinkers turn and giving advantage to attack against the drinker until the start of their next turn, and disadvantage on saving throw.
Mentologist 4th Circle (Master)
  • Attributes – Secret Craft – Mentologist – 4th Circle
    • Mentologist Master (Enhancement SB 4 DC 22) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. Minimum damage on psychic dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Dreamer of Thought (Power SB 4 DC 22) while in a trance from the Dreamer power, you can contact outer plane as the spell, when the effect ends you come out of the trance.
      • Dreamlands Gate (Power SB 4 DC 22) As an action, you can open a portal to the dimension of nightmares.
      • Mirror Portal (Power SB 4 DC 22) You must activate mirror connection first. You can treat a target mirror as a doorway for a teleport spell, if you are within range.
    • Downtime Activities: require 4 or more points to activate and do not require you to have the manifestation active to use.
      • Draught of Defence (Power SB 4 DC 22) Taking a day to prepare and 40 gp of alcohol you can make this draught. For each level of potency used (max +5) in the single dose of dreamer’s dust the drinker gains a +1 bonus to armour class. The drought effect lasts for 2 rounds per potency and takes an action to use, ending the drinkers turn and giving advantage to attack against the drinker until the start of their next turn, and disadvantage on saving throw.
      • Draught of Power (Power SB 4 DC 22) Taking a day to prepare and 30 gp of alcohol you can make this draught. For each level of potency used in the single dose of dreamer’s dust the drinker gains a +1 spell slot level to spells being cast. The drought effect lasts for 2 rounds per potency and takes an action to use, ending the drinkers turn and giving advantage to attack against the drinker until the start of their next turn, and disadvantage on saving throws.
      • Petition Immortal of Thought – Grand Master (SB 4) – Request ability to train as a Grand Master.
Mentologist 5th Circle (Grand Master)
  • Attributes – Secret Craft – Mentologist – 5th Circle
    • Mentologist Grand Master (Enhancement SB 5 DC 24) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. Minimum damage on psychic dice increases by 1. You also gain access to the following features while Grand Master Enhancement is active.
      • Dreamlands Questor (Enhancement SB 5 DC 24) you can bring a staff member from your stronghold to this world with HD less than your level. They will perform one quest for you, and while doing so, you can use an action to see and hear all that they perceive and speak through them if they remain on this plane.
      • Mirror Gateway (Power SB 4 DC 22) You must have activated Mirror Connection first to use this ability, and you can treat a mirror as a doorway for a plane shift spell.
    • Downtime Activities: require 5 or more points to activate and do not require you to have the manifestation active to use.
      • Draught of Restoration (Power SB 5 DC 24) Taking a day to prepare and 50 gp of alcohol you can make this draught. For each level of potency used in the single does of dreamer’s dust the drinker regains a spell slot up to the potency. The drought effect is instantaneous and takes an action to use, ending the drinkers turn and giving advantage to attack against the drinker until the start of their next turn, and disadvantage on saving throw.
      • Dreamlands Domain (SB 5) you spend a week and build a stronghold worth 100,000 gp or maintain it in the dimension of nightmares. Must be done once per month to maintain. If done more than once per month you can expand the stronghold by 100,000 gp worth of shadowstuff for each use.
      • Sphere of Thought’s Path to Immortality (SB 5) A mentalist can petition the Gods of Thought for the right to begin a path for Immortality.
      • Unlocking the Dream (SB 5) You can create several essences up to your level causing 1 hp of damage to yourself for each essence. You can heal this normally.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Design Details

Based on the secret craft from GAZ 3 and modified to suit the setting and rules of 5th edition.

Content Updates

  • 2022-04-19 – Added in locations.
  • 2022-03-13 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year
  • 2021-07-21 – Added in magical item section.
  • 2021-03-27 – Correcting spelling mistakes.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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