Дариус Мерк 2 192 см 86кг 23 1000 28 gp 0 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Good creatures believe it is right to aid and protect those in need. Such creatures are not required to sacrifice themselves to help others, but might be asked to place others' needs above their own, even if doing so means putting themselves in harm's way. In many ways, that's the essence of being a heroic adventurer: The people of the town can't defend themselves from the marauding goblins, so the good adventurer descends into the dungeon—at significant personal risk—to put an end to the goblin raids. Members of this alignment follow rules and respect authority but are keenly aware that power tends to corrupt those who wield it, too often leading them to exploit their power for selfish or evil ends. When that happens, good creatures feel no obligation to follow the law blindly. It's better for authority to rest with the members of a community than in the hands of a power-hungry individual or group. When law becomes exploitation, it crosses into evil territory, and good creatures feel compelled to fight it. Good and evil represent fundamentally different viewpoints, cosmically opposed and unable to coexist in peace. In contrast, good and lawful good creatures get along fine, even if a good creature thinks a lawful good companion might be a little too focused on following the law, rather than just doing the right thing. Occupation Your life once revolved around knowledge. What area of scholarship was your domain? Were you a teacher or a scribe, an architect or an astrologer, a barrister or a sage? Did others respect your theories, or did they scoff at your ideas? Do you still seek to learn and to teach, or have you given up academia for a life of adventure? General Arcana, Religion Gain a +2 bonus to Arcana checks. Ambitious explorers, driven leaders, eager to master the world Medium 6 squares Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection. Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. Normal 5' 6"-6'2" 135-220 lb. +2 to one ability score of your choice Common, choice of one other The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 Essentials Play a Human if you want ... ID_FMP_RACE_7 Choose an extra feat at 1st level. 1 Essentials ID_FMP_RACE_7 You gain a bonus feat at 1st level. You must meet the feat's prerequisites. Heroic +1 to attack rolls with staffs ID_FMP_FEAT_734 You gain a +1 feat bonus to attack rolls with any implement power you use through a staff. The bonus increases to +2 at 11th level and +3 at 21th level. Trained in one additional class skill. 1 Essentials ID_FMP_RACE_7 You gain training in one additional skill from your class skills list. +1 to Fortitude, Reflex, and Will. 1 Essentials ID_FMP_RACE_7 You gain a +1 racial bonus to Fortitude, Reflex, and Will. Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 Essentials ID_FMP_RACE_7 Choose an option for your human character. Know one extra 1st-level attack power from your class. 1 ID_FMP_RACE_7 You know one extra 1st level at-will attack power from your class. You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. At-Will Wizard Attack 1 Arcane, Cold, Evocation, Implement Standard Action Area burst 1 within 10 squares Each creature in the burst Intelligence vs. Reflex 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier cold damage. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3038 ID_FMP_CLASS_722 The flashiest evocation spells tap into the energy of fire and lightning, but you are not afraid to wield more subtle weapons. By drawing on the power of elemental cold, freezing burst lets you scour and scatter your foes. Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Dwarven is a debased form of Supernal, in the way that dwarves heard the first language. Intelligence; Constitution, Dexterity, or Wisdom Orbs, staffs, wands, tomes Cloth Dagger, quarterstaff +2 Will 10+ Constitution Score 4 6+ Constitution Modifier Arcana. From the class skills list below, choose 3 more trained skills at 1st level. Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) Control Wizard, Illusionist Wizard, Summoner Wizard, War Wizard Arcane Implement Mastery, Arcanist Ritual Casting, Arcanist's Spellbook, Cantrips Controller. You command eldritch forces, shaping them into spells designed to blast your enemies, bring them under your thumb, twist their senses, and impede their movement. Arcane. You have the following class features. Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class Features”). Without an implement, a wizard can still use his or her powers. A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to attack rolls and damage rolls of wizard powers, as well as wizard paragon path powers, that have the implement keyword. Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is. Spells ID_FMP_ROLE_1 ID_FMP_POWER_SOURCE_2 You tap the raw arcane power of the cosmos, bending reality to your will with your focus. Wizard (Arcanist) An arcanist is a powerful wizard who forgoes specialization to explore and use all that arcane magic has to offer. Rather than bind themselves to a particular school, as mages do, arcanists experiment with a wide range of magical effects from evocation to necromancy and everything in between. Considered dilettantes by their mage counterparts, arcanists see diverse study as a boon because it broadens their ability to deal with a variety of situations, by always having the proper spell on hand. The arcanist is a generalist and a theorist. This path of arcane study focuses more on a broader understanding of principles instead of specific techniques relating to schools. To an arcanist, how he or she casts a spell is far more important than what sort of spell is used. Many arcanists follow their imagination as to what spells they might learn and which they might use on any given day, rather than adhering to the dictates of academia. Like mages, arcanists gravitate to the adventuring life because it gives them the chance to discover interesting new spells and rituals to add to their spellbooks. Though they might lack focus, arcanists prove themselves equal to their schoolspecialist counterparts in both learning ability and application of that knowledge, and are counted as valued members of any expedition. ID_FMP_CLASS_9 Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes. Drawing on magical energy that permeates the cosmos, the arcane power source can be used for a wide variety of effects, from fireballs to flight to invisibility. Warlocks and wizards, for example, use arcane magic. Each class is the representative of a different tradition of arcane study,and other traditions exist. Arcane powers are called spells. Gain a specialization in an arcane implement of your choice 1 ID_FMP_CLASS_FEATURE_769, ID_FMP_CLASS_FEATURE_770, ID_FMP_CLASS_FEATURE_771, ID_FMP_CLASS_FEATURE_1509, ID_FMP_CLASS_FEATURE_1510, ID_FMP_CLASS_FEATURE_1511 You specialize in the use of one kind of implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery: Orb of Imposition, Staff of Defense, Tome of Binding, Tome of Readiness, Wand of Accuracy. With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt). 1 ID_FMP_POWER_5595 Encounter ID_FMP_POWER_5595 A staff of defense grants you a +1 bonus to AC. In addition, once per encounter, you can use the Staff of Defense power. This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells. Encounter Staff of Defense Power Implement Immediate Interrupt you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff. ID_FMP_CLASS_FEATURE_770 Arcanists rely on spells to defeat their enemies and find solutions to the various challenges they encounter during their travels. In addition, arcanists are the undisputed masters of magical rituals. As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them during your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places. Gain Ritual Caster feat 1 You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Heroic Master and perform rituals You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. You possess a spellbook, a book full of mystic lore in which you store your daily and utility powers and your rituals. Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest. 1 Daily and Utility Powers: Your spellbook also holds your wizard daily attack powers and wizard utility powers (not including your cantrips). You begin with two daily attack powers in your spellbook, one of which you can use on any given day. Each time you gain a level that lets you select a wizard daily attack power or a wizard utility power, choose two different powers of that type at that level and add them to your book. After each extended rest, you can prepare a number of daily attack powers and utility powers according to what you can use per day for your level (see the Wizard Powers Prepared per Day table). You can't prepare the same power twice on the same day. If you replace a power because of gaining a level or through retraining, the previous power vanishes from your spellbook and is replaced by the new power. Rituals: Your book also contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. When you choose the rituals, they must be your level or lower. Capacity: A typical spellbook has 128 pages. Each power takes up 1 page. A ritual takes up a number of pages equal to its level. WIZARD POWERS PREPARED PER DAY <table>Level Daily Utility 1 1 — 2–4 1 1 5 2 1 6–8 2 2 9 3 2 10–15 3 3 16–21 3 4 22–30 3 5</table> Spellbook Category: Gear Price: 50 gp Weight: 3 lb Description: Wizards keep the spells they've learned in a spellbook. 3 50 Gear 1 Wizards keep the spells they've learned in a spellbook. As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand. Exploration Arcana 10 gp 24 hours 1 10 minutes 50 gp Ritual When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language. Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. Creation Arcana or Religion (no check) Special Permanent until consumed 1 1 hour 75 gp Ritual You create a common potion or elixir of your level or lower. The ritual's component cost is equal to the price of the potion or elixir you create. “Oh, this? It follows me everywhere, like a porter that never needs to rest.” Exploration Arcana 10 gp 24 hours 1 10 minutes 50 gp Ritual You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry. <table>Arcana Check Result Maximum Load 9 or lower 250 pounds 10–24 500 pounds 25–39 1,000 pounds 40 or higher 2,000 pounds</table> The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. Gain four cantrips 1 You gain four cantrips of your choice. With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will Wizard Utility Arcane Minor Action Ranged 5 One object or unoccupied square The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 With a light cantrip at your disposal, you need never worry about carrying torches, lanterns, or oil. With a wink, you create an illusory sound that emanates from a distant location. At-Will Wizard Utility Arcane, Illusion Standard Action Ranged 10 One object or unoccupied square You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 Useful for creating diversions both in and out of combat, ghost sound can help you distract other creatures with mysterious footsteps, the sound of a brawl coming from around a corner, or any other sound you can imagine. You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Wizard Utility Arcane, Conjuration Minor Action Ranged 5 You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. The hand moves up to 5 squares in any direction, carrying the object it holds. The hand drops the object it is holding. The hand persists until the end of your next turn. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 When you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents and volatile components from a safe distance. In lost ruins or the throne rooms of dukes and kings, this minor magic has even more uses. You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will Wizard Utility Arcane Standard Action Ranged 2 Use this cantrip to accomplish one of the effects given below: ♦ Change the color of items in 1 cubic foot. ♦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ♦ Clean or soil items in 1 cubic foot. ♦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ♦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ♦ Make a small mark or symbol appear on a surface for up to 1 hour. ♦ Produce out of nothingness a small item or image that exists until the end of your next turn. ♦ Make a small, handheld item invisible until the end of your next turn. You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 This catch-all cantrip is a mage's best friend. The mundane chores and tasks you were burdened with as an apprentice were made easier by this beginner's magic, but prestidigitation continues to make itself useful to you as you begin your adventuring career. ID_FMP_CLASS_9 Your piercing gaze and whispered word let you seize momentary control of your enemy's mind. At-Will Wizard Attack 1 Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 One enemy Intelligence vs. Will Choose one of the following effects: * The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. * You slide the target up to 3 squares. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3038 ID_FMP_CLASS_722 Even this relatively minor enchantment underscores the power of that school, letting you direct your foe's movement or action in the thick of combat. When a more powerful monster scoffs at your so-called mind magic, see how its attitude changes when it walks off the edge of a cliff at your command. A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3037,ID_FMP_CLASS_FEATURE_4444 ID_FMP_CLASS_722,ID_FMP_CLASS_883 true Ranged Every mage learns this spell as part of his or her arcane studies. What magic missile lacks in strength, it compensates for with unparalleled accuracy. Neither the heaviest armor nor the toughest hide offers any defense against this spell. Feat: Improved Initiative (Human feat: Human Perseverance) Skills: Arcana, Diplomacy, Insight, Nature At-Will Powers: cloud of daggers, thunderwave Encounter Power: icy terrain Daily Power: sleep Int, Wis, Con ID_FMP_FEAT_734, ID_FMP_FEAT_47, ID_FMP_FEAT_113, ID_FMP_FEAT_159, ID_FMP_FEAT_272 ID_FMP_POWER_1169, ID_FMP_POWER_435, ID_FMP_POWER_454, ID_FMP_POWER_1195, ID_FMP_POWER_67, ID_FMP_POWER_451, ID_FMP_POWER_259, ID_FMP_POWER_191, ID_FMP_POWER_722, ID_FMP_POWER_1223, ID_FMP_POWER_513, ID_FMP_POWER_1209, ID_FMP_POWER_32, ID_FMP_POWER_1231, ID_FMP_POWER_1164, ID_FMP_POWER_1424, ID_FMP_POWER_1430, ID_FMP_POWER_1229, ID_FMP_POWER_1548, ID_FMP_POWER_3222, ID_FMP_POWER_3221, ID_FMP_POWER_3217, ID_FMP_POWER_3218, ID_FMP_POWER_4020 ID_FMP_CLASS_9 Your favorite powers restrict your enemies in various ways—crushing them in the coils of a lightning serpent, trapping them in a cloud of noxious vapor, or encasing them in ice. Intelligence drives your attack powers, so make it your highest ability score. Wisdom can help you maintain control over your enemies if you choose the orb of imposition form of Implement Mastery, so it should be your second-best score. Make Dexterity your third best score. Putting a good score in Constitution can help you stay alive by increasing your hit points and healing surges, as well as contributing to your Fortitude defense. If you choose the staff of defense form of Implement Mastery, your Constitution can also help your other defenses. Select powers that help you control the battlefield and make the best use of your high Wisdom score. ID_FMP_BUILD_8 Heroic -2 to each damage die to increase wizard at-will or encounter attacks blast or burst size by 1 Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1. You can't use this feat on a power that doesn't roll dice for damage. You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter ID_FMP_POWER_16361 Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature or object Intelligence vs. Reflex 2d8 + Intelligence modifier force damage. Make a secondary attack. ID_FMP_CLASS_9 1 Attack ID_FMP_POWER_16361 Nearly every wizard learns to manipulate force using arcane magic. This fact is evidenced in the magic missile spell that so many wizards master. Those arcanists who have a talent for shaping force find new and effective ways to use it in battle. Force orb, for example, enables you to compress arcane energy into a magical sphere, which you hurl to explode amid your enemies. Encounter Arcane, Evocation, Force, Implement Free Action Area burst 1 centered on the primary target Each enemy in the burst other than the primary target Intelligence vs. Reflex 1d10 + Intelligence modifier force damage. ID_FMP_POWER_465 ID_FMP_CLASS_9 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily Wizard Attack 1 Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Each creature in the burst Intelligence vs. Will The target is slowed (save ends). The target is unconscious instead of slowed (save ends). The target is slowed (save ends). ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3040 ID_FMP_CLASS_722 Countless legends tell of mortals who have stumbled into the Feywild and slept for hundreds of years. Such stories build on elements of the truth, for the eladrin are known for their tendency to incapacitate threats they have no immediate need to destroy. This spell is only a pale reflection of the potent magic of the fey, but it lets you dispense with troublesome foes in a bloodless manner. Howling winds straight from the Elemental Chaos whip your foes around the battlefield. Daily Wizard Attack 1 Arcane, Evocation, Implement, Thunder, Zone Standard Action Area burst 2 within 10 squares Each creature in the burst Intelligence vs. Reflex 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square. Half damage. The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares. The zone persists, and you can slide one creature within the zone 2 squares. ID_FMP_CLASS_9 1 Attack 1250 Heroic Gain combat advantage with ranged and area attacks against flanked enemies You gain combat advantage for ranged or area attacks against any enemy flanked by your allies. This trick of the Maiden of the Moon allows you to take a form of pure moonlight and to evade your enemies with ease. Encounter Wizard Utility 2 Arcane Immediate Reaction Personal An enemy moves adjacent to you You become insubstantial until the end of your next turn. Then you shift 2 squares to a square farther from the triggering enemy. ID_FMP_CLASS_9 2 Utility You create a small amount of stone and rubble that clogs up the area. At-Will Wizard Utility 2 Arcane Minor Action Ranged 5 One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. You cannot have more squares than your Intelligence modifier under this effect at one time. ID_FMP_CLASS_9 2 Utility Spellbook Category: Gear Price: 50 gp Weight: 3 lb Description: Wizards keep the spells they've learned in a spellbook. 3 50 Gear 1 Wizards keep the spells they've learned in a spellbook. As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand. Exploration Arcana 10 gp 24 hours 1 10 minutes 50 gp Ritual When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language. “Oh, this? It follows me everywhere, like a porter that never needs to rest.” Exploration Arcana 10 gp 24 hours 1 10 minutes 50 gp Ritual You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry. <table>Arcana Check Result Maximum Load 9 or lower 250 pounds 10–24 500 pounds 25–39 1,000 pounds 40 or higher 2,000 pounds</table> Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. Creation Arcana or Religion (no check) Special Permanent until consumed 1 1 hour 75 gp Ritual You create a common potion or elixir of your level or lower. The ritual's component cost is equal to the price of the potion or elixir you create. Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Accurate orb Superior implement Cost: 30 gp Weight: 2 lb. An accurate orb is made of clear blown glass, with tiny runes engraved around its equator. Properties: Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.). Group: Orb (If you are a member of a class that can use an orb as an implement, you can apply the enhancement bonus of an orb to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use an orb's properties and powers. Members of other classes gain no benefit from wielding an orb. An orb is a heavy, round object, usually made of glass or crystal, of a size to fit comfortably in the palm of your hand. Orbs range in color, from clear glass to solid ebony, with storms of color erupting deep within their depths. As with most other implements, you can't make melee attacks with an orb.). 2 30 Accurate Orb Off-Hand An accurate orb is made of clear blown glass, with tiny runes engraved around its equator. Cloth Armor (Basic Clothing) Description: Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor. Weight: 4 lb. Cost: 1 gp. Type: Cloth 4 - - 1 0 0 0 1 1 2 Light Body Cloth Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor. Staff Implement Category: Gear Price: 5 gp Weight: 4 lb Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff. 4 5 Gear 1 Off-Hand Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff. This simple potion draws on the body's natural healing ability to cure your wounds. 5 50 Consumable Potion Common +0 Essentials Power (Healing) * Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. Dagger Simple one-handed melee weapon Cost: 1 gp Damage: 1d4 Proficient: +3 Range: 5/10 Weight: 1 lb. Properties: Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Group: Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). 1 1 5/10 1d4 3 Simple Melee One-Handed Off-Hand Light blade Light Thrown, Off-Hand The glyphs carved into this staff suggest its ability to recall mundane and magical secrets. 5 1000 Staff +1d10 damage per plus Uncommon +1 Attack rolls and damage rolls Off-Hand ID_FMP_MAGIC_ITEM_TEMPLATE_148359 Power * Daily (Free Action) Trigger: You hit a nonminion enemy with an at-will arcane attack power using this implement. Effect: You can repeat the attack against a nonminion enemy within range that you have not yet targeted with the attack this turn. +1 attack rolls and damage rolls You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 3 1d4-1 Strength AC -1 Strength modifier. +1 half your level. +3 proficiency bonus. -1 Strength modifier. 5 20 3 1d8 Strength AC -1 Strength modifier. +1 half your level. +2 proficiency bonus. +1 enhancement bonus. -1 Strength modifier. +1 enhancement bonus. 8+1d10 +1d10 weapon critical bonus. 20 0 1d4-1 Strength AC -1 Strength modifier. +1 half your level. -1 Strength modifier. 5 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 4 1d4 Dexterity AC +0 Dexterity modifier. +1 half your level. +3 proficiency bonus. +0 Dexterity modifier. 4 20 1 1d4 Dexterity AC +0 Dexterity modifier. +1 half your level. +0 Dexterity modifier. 4 20 You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. At-Will Wizard Attack 1 Arcane, Cold, Evocation, Implement Standard Action Area burst 1 within 10 squares Each creature in the burst Intelligence vs. Reflex 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier cold damage. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3038 ID_FMP_CLASS_722 8 1d6+6 Cold Intelligence Reflex +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) +5 Intelligence modifier. +1 enhancement bonus. 12+1d10 +1d10 weapon critical bonus. 20 6 1d6+5 Cold Intelligence Reflex +5 Intelligence modifier. +1 half your level. +5 Intelligence modifier. 11 20 This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells. Encounter Staff of Defense Power Implement Immediate Interrupt you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff. ID_FMP_CLASS_FEATURE_770 With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will Wizard Utility Arcane Minor Action Ranged 5 One object or unoccupied square The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 With a wink, you create an illusory sound that emanates from a distant location. At-Will Wizard Utility Arcane, Illusion Standard Action Ranged 10 One object or unoccupied square You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Wizard Utility Arcane, Conjuration Minor Action Ranged 5 You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. The hand moves up to 5 squares in any direction, carrying the object it holds. The hand drops the object it is holding. The hand persists until the end of your next turn. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will Wizard Utility Arcane Standard Action Ranged 2 Use this cantrip to accomplish one of the effects given below: ♦ Change the color of items in 1 cubic foot. ♦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ♦ Clean or soil items in 1 cubic foot. ♦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ♦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ♦ Make a small mark or symbol appear on a surface for up to 1 hour. ♦ Produce out of nothingness a small item or image that exists until the end of your next turn. ♦ Make a small, handheld item invisible until the end of your next turn. You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. ID_FMP_CLASS_9 Utility Essentials,Cantrip ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036 ID_FMP_CLASS_722,ID_FMP_CLASS_883 Your piercing gaze and whispered word let you seize momentary control of your enemy's mind. At-Will Wizard Attack 1 Arcane, Charm, Enchantment, Implement Standard Action Ranged 10 One enemy Intelligence vs. Will Choose one of the following effects: * The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. * You slide the target up to 3 squares. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3038 ID_FMP_CLASS_722 8 Intelligence Will +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) 0+1d10 +1d10 weapon critical bonus. 20 6 Intelligence Will +5 Intelligence modifier. +1 half your level. 0 20 A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. At-Will Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack. ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3037,ID_FMP_CLASS_FEATURE_4444 ID_FMP_CLASS_722,ID_FMP_CLASS_883 true Ranged 1 8 Force +1 Feat bonus - Implement Expertise (Staff) +5 Intelligence modifier. +1 enhancement bonus. 8+1d10 +1d10 weapon critical bonus. 20 0 7 Force +5 Intelligence modifier. 7 20 You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter ID_FMP_POWER_16361 Wizard Attack 1 Arcane, Evocation, Force, Implement Standard Action Ranged 20 One creature or object Intelligence vs. Reflex 2d8 + Intelligence modifier force damage. Make a secondary attack. ID_FMP_CLASS_9 1 Attack ID_FMP_POWER_16361 8 2d8+6 Force Intelligence Reflex +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) +5 Intelligence modifier. +1 enhancement bonus. 22+1d10 +1d10 weapon critical bonus. 20 6 2d8+5 Force Intelligence Reflex +5 Intelligence modifier. +1 half your level. +5 Intelligence modifier. 21 20 Encounter Arcane, Evocation, Force, Implement Free Action Area burst 1 centered on the primary target Each enemy in the burst other than the primary target Intelligence vs. Reflex 1d10 + Intelligence modifier force damage. ID_FMP_POWER_465 ID_FMP_CLASS_9 8 1d10+6 Force Intelligence Reflex +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) +5 Intelligence modifier. +1 enhancement bonus. 16+1d10 +1d10 weapon critical bonus. 20 6 1d10+5 Force Intelligence Reflex +5 Intelligence modifier. +1 half your level. +5 Intelligence modifier. 15 20 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily Wizard Attack 1 Arcane, Charm, Enchantment, Implement Standard Action Area burst 2 within 20 squares Each creature in the burst Intelligence vs. Will The target is slowed (save ends). The target is unconscious instead of slowed (save ends). The target is slowed (save ends). ID_FMP_CLASS_9 1 Attack Essentials ID_FMP_CLASS_FEATURE_3040 ID_FMP_CLASS_722 8 Intelligence Will +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) 0+1d10 +1d10 weapon critical bonus. 20 6 Intelligence Will +5 Intelligence modifier. +1 half your level. 0 20 Howling winds straight from the Elemental Chaos whip your foes around the battlefield. Daily Wizard Attack 1 Arcane, Evocation, Implement, Thunder, Zone Standard Action Area burst 2 within 10 squares Each creature in the burst Intelligence vs. Reflex 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square. Half damage. The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares. The zone persists, and you can slide one creature within the zone 2 squares. ID_FMP_CLASS_9 1 Attack 8 2d6+6 Thunder Intelligence Reflex +5 Intelligence modifier. +1 half your level. +1 enhancement bonus. +1 Feat bonus - Implement Expertise (Staff) +5 Intelligence modifier. +1 enhancement bonus. 18+1d10 +1d10 weapon critical bonus. 20 6 2d6+5 Thunder Intelligence Reflex +5 Intelligence modifier. +1 half your level. +5 Intelligence modifier. 17 20 This trick of the Maiden of the Moon allows you to take a form of pure moonlight and to evade your enemies with ease. Encounter Wizard Utility 2 Arcane Immediate Reaction Personal An enemy moves adjacent to you You become insubstantial until the end of your next turn. Then you shift 2 squares to a square farther from the triggering enemy. ID_FMP_CLASS_9 2 Utility You create a small amount of stone and rubble that clogs up the area. At-Will Wizard Utility 2 Arcane Minor Action Ranged 5 One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. You cannot have more squares than your Intelligence modifier under this effect at one time. ID_FMP_CLASS_9 2 Utility
28 gp 0 gp 0 Given Dagger Дариус Мерк 23 192 см 86кг C:\Windows\TEMP\tmp1598.tmp 28 gp 0 gp 0 29 gp 0 gp 0 29 gp 0 gp 0 29 gp 0 gp 0 1000 <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10000062</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> False Given Given Given