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warlock [2024/12/25 05:40] scottwarlock [2024/12/25 05:48] (current) scott
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 **Pact Skill:** Arcane Lore. **Pact Skill:** Arcane Lore.
 +
 **Keyword Granted:** Arcane Magic. **Keyword Granted:** Arcane Magic.
 +
 **Oaths:** **Oaths:**
-     * Option 1: “I will not cause harm to come to any spellcaster who does not harm me first.” +  * Option 1: “I will not cause harm to come to any spellcaster who does not harm me first.” 
-     * Option 2: “I will hunt down magical creatures and either gift them to my patron or gift my patron extensive notes on them.” +  * Option 2: “I will hunt down magical creatures and either gift them to my patron or gift my patron extensive notes on them.” 
-     * Option 3: “I will seek out arcane knowledge and items for my patron and deliver it to them.”+  * Option 3: “I will seek out arcane knowledge and items for my patron and deliver it to them.” 
 +=== Benefits ===
   * Mana Burn (3rd Level): Any spellcasters who are struck by your eldritch blast risk having their magic drained from them! They must make a Fortitude save (DC 10 + your Spellcasting proficiency) or be unable to cast spells on their next turn.   * Mana Burn (3rd Level): Any spellcasters who are struck by your eldritch blast risk having their magic drained from them! They must make a Fortitude save (DC 10 + your Spellcasting proficiency) or be unable to cast spells on their next turn.
   * Arcane Invocation (8th Level): Gain an extra invocation from the archmage pact’s invocation list.   * Arcane Invocation (8th Level): Gain an extra invocation from the archmage pact’s invocation list.
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   * High Arcane Invocation (18th Level): Gain an extra invocation. This invocation may be selected from any spell on the arcane spell list, pending your GM’s approval.   * High Arcane Invocation (18th Level): Gain an extra invocation. This invocation may be selected from any spell on the arcane spell list, pending your GM’s approval.
  
-Astral Pact+==== Astral Pact ====
 You have formed a pact with an aloof and distant being from the astral plane. These are incalculable beings of madness and strangeness who are totally alien to our comprehension. You have formed a pact with an aloof and distant being from the astral plane. These are incalculable beings of madness and strangeness who are totally alien to our comprehension.
-Invocation List: Curse, Entangling Vines, Fear, Fly, Keen Vision, Madness, Scry, Teleport, Tether Gravity. 
-Eldritch Blast Damage Type: Mental. 
-Pact Skill: Arcane Lore. 
-Keyword Granted: Arcane Lore. 
-Oaths: 
-Option 1: “I will spread the word and gospel of my strange and magnificent patron, preparing reality for their coming.” 
-Option 2: “I will suppress all knowledge of my patron, and keep their existence a secret.” 
-Option 3: “I will do all I can to bring my patron to this realm.” 
-Strange Mutation (3rd Level): You gain an extra limb. This limb can be any strange, fleshy, protrusion you wish. This functions like a fully dexterous hand but is quite unsightly to behold. This additionally functions as either a slam or claw natural attack (your choice). 
-Astral Chaos (8th Level): Creatures who fail the Reflex save against your eldritch blast are unceremoniously teleported 10 feet in a direction determined by a scatter dice roll. You may choose to not teleport a creature. 
-Unthinkable (13th Level): When you successfully save against a mind-affecting effect, the source of the effect must make a Will save (at your Spellcasting DC). If they fail, they become confused for 24 hours. They may attempt a new save to end the effect at the start of every round. 
-Reality Asunder (18th Level): You ignore immunity to mind-affecting effects, even in mindless creatures. This specifically allows you to target mindless creatures with mind-affecting effects. 
  
-SidebarBenefiting from Reality Asunder +**Invocation List:** CurseEntangling Vines, Fear, Fly, Keen Vision, Madness, ScryTeleportTether Gravity.
-Rememberthings like intimidating a creature is a mind-affecting effect. You can demoralize a doora plantor a mindless undeadCombine this ability with your other class for some real fun!+
  
-Sidebar: Scatter Dice+**Eldritch Blast Damage Type:** Mental. 
 + 
 +**Pact Skill:** Arcane Lore. 
 + 
 +**Keyword Granted:** Arcane Lore. 
 + 
 +**Oaths:** 
 +  * Option 1: “I will spread the word and gospel of my strange and magnificent patron, preparing reality for their coming.” 
 +  * Option 2: “I will suppress all knowledge of my patron, and keep their existence a secret.” 
 +  * Option 3: “I will do all I can to bring my patron to this realm.” 
 +=== Benefits === 
 +  * Strange Mutation (3rd Level): You gain an extra limb. This limb can be any strange, fleshy, protrusion you wish. This functions like a fully dexterous hand but is quite unsightly to behold. This additionally functions as either a slam or claw natural attack (your choice). 
 +  * Astral Chaos (8th Level): Creatures who fail the Reflex save against your eldritch blast are unceremoniously teleported 10 feet in a direction determined by a scatter dice roll. You may choose to not teleport a creature. 
 +  * Unthinkable (13th Level): When you successfully save against a mind-affecting effect, the source of the effect must make a Will save (at your Spellcasting DC). If they fail, they become confused for 24 hours. They may attempt a new save to end the effect at the start of every round. 
 +  * Reality Asunder (18th Level): You ignore immunity to mind-affecting effects, even in mindless creatures. This specifically allows you to target mindless creatures with mind-affecting effects. 
 + 
 +=== Sidebar: Scatter Dice ===
 If something calls for a “scatter dice”, you roll 1d8 with 1 being due north, 2 being NE, and so on clockwise. This is typically followed by a distance (“Roll a scatter dice and move the center of the effect 10 feet in that direction.”) If something calls for a “scatter dice”, you roll 1d8 with 1 being due north, 2 being NE, and so on clockwise. This is typically followed by a distance (“Roll a scatter dice and move the center of the effect 10 feet in that direction.”)
  
-Communal Pact +==== Elemental Pact ==== 
-A “communal pact” is not formal pact between you and a New God but is essentially an open invite for any being of power to contribute a part of their power for some degree of access to you or influence you. You might have an angel watching you, a fey looking to get a part-time mortal agent, a coven of power liches giving you a bit to see through your eyes now and then, and a New God donating little of their power to spread their influence.+You have forged a pact with an elemental force or nature itself (or at least powerful representative of it).
  
-Their patrons are fickle though and their powers a little erratic. Communal pact warlocks often feel pulled in 20 directions and find their powers fluctuating. +**Invocation List:** Elemental Touch, Elemental Weapon, Entangling VinesFireballFire Shield, Frost Breath, Life Bubble, Lightning Bolt.
-Invocation List: Charm, Calm Emotions, Cursed Favor, Elemental Touch, Elemental Weapon. MadnessRevealTransmutationVital Link. +
-Eldritch Blast Damage Type: Roll 1d8 to determine your damage type. Once per turn you may roll 1d8 as a free action to change your damage type. During a short rest you may select which damage type you prefer from the chart.+
  
-Result +**Eldritch Blast Damage Type:** Pick 1AcidColdElectricityFire, or Poison. This is referred to as your chosen element. Once the choice has been made, it cannot change.
-Damage Type +
-1 +
-Acid +
-+
-Cold +
-+
-Divine +
-+
-Electricity +
-+
-Fire +
-+
-Magic +
-+
-Necrotic +
-+
-Sonic+
  
-Pact Skill: Perform. +**Pact Skill:** Fieldcraft.
-Keyword Granted: Arcane Magic. +
-Oaths: +
-Option 1: “I will serve my many masters, negotiating with them but always keeping their interests at heart.” +
-Option 2: “I will amuse and entertain those who support me with power.” +
-Option 3: “I’m a magical mercenary who will do anything for power.” +
-Many Masters (3rd Level): As a free action at the start of a combat or similarly dire situation you may ask your collective benefactors for a command. This becomes an oath for the duration of the combat/situation and you gain Resist (all) 5 for the same duration. If you violate that oath or do not work towards its furtherance you lose this benefit. +
-Fluctuating Invocation (8th Level): One of your lesser benefactors gives you a random invocation. After a long rest, you must pick 1 spell from the arcane spell list and treat it as an invocation. Each time you use it, roll 1d8 minus the times you’ve used it since your last long rest. If you ever get a result of 0 or less, the invocation fails and you can’t use it again until your next long rest. You can never select the same spell for this class feature twice in a row. +
-Magic Spillage (13th Level): Whenever you deal damage with your eldritch blast, the creature suffers 1/4th of the damage you dealt (rounding up) as persistent damage for 5 turns. +
-The Big Time (18th Level): You have attracted the attention of several powerful patrons who all vie for your benefit. Select one of them each time you have a long rest, and decide with your GM on an appropriate damage type and keyword (tied to what creature type they are) to represent that. You gain immunity to that damage type, and can always choose to deal that damage type with your eldritch blast (rather than rolling randomly). You also get 1 bonus Hero Dice on all Politique and Perform checks with creatures that share the creature type with your chosen patron. You may change this each long rest. +
-Example: I select a powerful devil. My GM and I decide that Divine damage is the most appropriate and the “devil” keyword will represent him (as he is a devil). I am now immune to all divine damage, can decide my eldritch blast deals divine damage, and I get a bonus Hero Dice on any Politique and Perform checks involving devils.+
  
-SidebarAsk the Audience +**Keyword Granted:** Nature Magic.
-The GM should have fun with the oath and consider their patrons to be looking for some entertainment rather than being vicious, mean, or twisted. Things like “Kill that orc using only your feet!” or “Try to say the alphabet backwards while disarming that trap!” are ok.  Asking them to kill their friend or commit bodily harm is not. A good idea is to give the warlock 3 options and let them pick, or ask the table for some suggestions.+
  
-SidebarThe Needs of Many Masters +**Oaths:** 
-A Communal Pact warlock has many patrons and needs to keep them all happy. While there may be many lesser benefactors they are largely unaware of, the warlock will become aware of their major benefactorsThey can ask things of the warlock, and refusing these demands may upset the benefactorsThis may not have immediate consequences (maybe a temporary debuff or impaired conditionbut displaying powerful beings is dangerous. They may send their agents after you or hunt you down themselvesA GM should use this to enhance the narrative, not be unnecessarily cruel or hinder the progress of the warlock’s story or advancement.+  * Option 1: “Maintain the balance of nature and heal her wounds.” 
 +  * Option 2: “Protect the land from harmmisuse, or over-taxation on its natural resources.” 
 +  * Option 3: “Drive back civilization and destroy those who oppose nature.” 
 +=== Benefits === 
 +  * Elemental Conversion (3rd Level): You may freely change any elemental damage you deal with an invocation to that of your chosen element. 
 +  * Full Power Eldritch Blast (8th Level): You can spend 3 actions when performing an eldritch blast (instead of 1) to add a bonus 3d6 to the damage eldritch blast deals. 
 +  * Elemental Immunity (13th Level): You become immune to your chosen element. 
 +  * Elemental Eater (18th Level): You Absorb your element.
  
-Elemental Pact +==== Fey Pact ====
-You have forged a pact with an elemental force or nature itself (or at least a powerful representative of it). +
-Invocation List: Elemental Touch, Elemental Weapon, Entangling Vines, Fireball, Fire Shield, Frost Breath, Life Bubble, Lightning Bolt. +
-Eldritch Blast Damage Type: Pick 1- Acid, Cold, Electricity, Fire, or Poison. This is referred to as your chosen element. Once the choice has been made, it cannot change. +
-Pact Skill: Fieldcraft. +
-Keyword Granted: Nature Magic. +
-Oaths: +
-Option 1: “Maintain the balance of nature and heal her wounds.” +
-Option 2: “Protect the land from harm, misuse, or over-taxation on its natural resources.” +
-Option 3: “Drive back civilization and destroy those who oppose nature.” +
-Elemental Conversion (3rd Level): You may freely change any elemental damage you deal with an invocation to that of your chosen element. +
-Full Power Eldritch Blast (8th Level): You can spend 3 actions when performing an eldritch blast (instead of 1) to add a bonus 3d6 to the damage eldritch blast deals. +
-Elemental Immunity (13th Level): You become immune to your chosen element. +
-Elemental Eater (18th Level): You Absorb your element. +
-Sidebar: “I Want a Spell Not on the List!” +
-If a spell is thematically appropriate for your character and the pact you made, speak with your GM about swapping in that spell. You should exchange a spell for another one on your pact’s invocation list. +
-Fey Pact+
 You have foolishly entered into a pact with a powerful fey. You will inevitably become embroiled in their politics, love of contracts, and mischief. You have foolishly entered into a pact with a powerful fey. You will inevitably become embroiled in their politics, love of contracts, and mischief.
-Invocation List: Charm, Curse, Curse of Glass, Cursed Favor, Disguise, Dominate, Fly, Flora Form, Fumble, Grease, Invisibility, Pollen Storm, Polymorph, Teleport. 
-Eldritch Blast Damage Type: Magic. 
-Pact Skill: Arcane Lore. 
-Keyword Granted: Arcane Magic, Fey. 
-Oaths: 
-Option 1: “I will follow to the letter any contracts or agreements I make.” 
-Option 2: “When asked thrice, I shall speak honestly.” 
-Option 3: “I will not allow harm to come to any fey who does not harm me first.” 
-Fey Courts (3rd Level): You become Professional with Politique. Additionally, you have an Absolute bonus on checks to identify fey or recall information about fey. 
-Cursed Blast (8th Level): Any creatures who fail to save against your eldritch blast are cursed not to harm you (as per the curse spell)! The curse effect is not permanent; it ends after 3 rounds. If you take a hostile action towards a foe cursed like this, the effect ends prematurely. 
-Fickle Gifts (13th Level): As part of casting an invocation on a creature, you may choose to give them 1 of your Hero Dice. If the creature accepts the Hero Dice, any saving throw against the spell is debuffed, and they roll twice and take the lower result. 
-The Cycle (18th Level): If you are slain, you return to life after 24 hours (as per a resurrect spell) but are given a request you can’t refuse by your patron. The price can be steep, and this class feature cannot be used again until you fulfill that request. 
  
-Holy Pact+**Invocation List:** Charm, Curse, Curse of Glass, Cursed Favor, Disguise, Dominate, Fly, Flora Form, Fumble, Grease, Invisibility, Pollen Storm, Polymorph, Teleport. 
 + 
 +**Eldritch Blast Damage Type:** Magic. 
 + 
 +**Pact Skill:** Arcane Lore. 
 + 
 +**Keyword Granted:** Arcane Magic, Fey. 
 + 
 +**Oaths:** 
 +  * Option 1: “I will follow to the letter any contracts or agreements I make.” 
 +  * Option 2: “When asked thrice, I shall speak honestly.” 
 +  * Option 3: “I will not allow harm to come to any fey who does not harm me first.” 
 +=== Benefits === 
 +  * Fey Courts (3rd Level): You become Professional with Politique. Additionally, you have an Absolute bonus on checks to identify fey or recall information about fey. 
 +  * Cursed Blast (8th Level): Any creatures who fail to save against your eldritch blast are cursed not to harm you (as per the curse spell)! The curse effect is not permanent; it ends after 3 rounds. If you take a hostile action towards a foe cursed like this, the effect ends prematurely. 
 +  * Fickle Gifts (13th Level): As part of casting an invocation on a creature, you may choose to give them 1 of your Hero Dice. If the creature accepts the Hero Dice, any saving throw against the spell is debuffed, and they roll twice and take the lower result. 
 +  * The Cycle (18th Level): If you are slain, you return to life after 24 hours (as per a resurrect spell) but are given a request you can’t refuse by your patron. The price can be steep, and this class feature cannot be used again until you fulfill that request. 
 + 
 +==== Holy Pact ====
 Though they don’t often empower mortals, sometimes angelic powers will grant one of the truly faithful a taste of heavenly might.  Though they don’t often empower mortals, sometimes angelic powers will grant one of the truly faithful a taste of heavenly might. 
-Invocation List: Bless, Break Curse, Circle of Protection (Holy), Cleanse Corruption, Cure Wounds, Detect Divinity, Dictate (Holy), Discern Oath, Life Bubble, Light, Regeneration. 
-Eldritch Blast Damage Type: Divine. 
-Pact Skill: Religion. 
-Keyword Granted: Divine Magic, Holy. 
-Oaths: 
-Option 1: “I will follow The Canticles.” (See Paladin for more information.) 
-Option 2: “I will bring light and joy to the world, improving it with my presence and actions.” 
-Option 3: “I will act with charity, mercy, and kindness in all things.” 
-Option 4: “I will be the light that stands against the darkness, corruption, and wickedness.” 
-Demonbane (3rd Level): Unholy creatures hit by your eldritch blast are also Impaired 2 for 3 rounds. Being hit multiple times doesn’t increase the impaired value, and only resets the duration. 
-Sacred Shield (8th Level): You gain Resist equal to your level against damage dealt by unholy creatures. 
-Soul Caller (13th Level): You add resurrect to your list of invocations known. 
-Celestial Judgement (18th Level): Your eldritch blast deals Absolute damage against unholy creatures. 
  
-Pact of The Throne+**Invocation List:** Bless, Break Curse, Circle of Protection (Holy), Cleanse Corruption, Cure Wounds, Detect Divinity, Dictate (Holy), Discern Oath, Life Bubble, Light, Regeneration. 
 + 
 +**Eldritch Blast Damage Type:** Divine. 
 + 
 +**Pact Skill:** Religion. 
 + 
 +**Keyword Granted:** Divine Magic, Holy. 
 + 
 +**Oaths:** 
 +  * Option 1: “I will follow The Canticles.” (See Paladin for more information.) 
 +  * Option 2: “I will bring light and joy to the world, improving it with my presence and actions.” 
 +  * Option 3: “I will act with charity, mercy, and kindness in all things.” 
 +  * Option 4: “I will be the light that stands against the darkness, corruption, and wickedness.” 
 +=== Benefits === 
 +  * Demonbane (3rd Level): Unholy creatures hit by your eldritch blast are also Impaired 2 for 3 rounds. Being hit multiple times doesn’t increase the impaired value, and only resets the duration. 
 +  * Sacred Shield (8th Level): You gain Resist equal to your level against damage dealt by unholy creatures. 
 +  * Soul Caller (13th Level): You add resurrect to your list of invocations known. 
 +  * Celestial Judgement (18th Level): Your eldritch blast deals Absolute damage against unholy creatures. 
 + 
 +==== Pact of The Throne ====
 A very worldly form of pact, these warlocks draw power from the divinely ordained ruler of a kingdom, empire, or other powerful political institution. These royal bloodlines will sometimes grant boons to their most loyal servants, empowering them so they may better serve their lord. A very worldly form of pact, these warlocks draw power from the divinely ordained ruler of a kingdom, empire, or other powerful political institution. These royal bloodlines will sometimes grant boons to their most loyal servants, empowering them so they may better serve their lord.
-Invocation List: Charm, Command, Dictate, Divine Bolt, Forbid, J’Accuse!, Phantom Servants, Rebuke, Silence. 
-Eldritch Blast Damage Type: Divine. 
-Pact Skill: Politique. 
-Keyword Granted: Divine Magic. 
-Oaths: 
-Option 1: “I will serve my liege to my dying day.” 
-Option 2: “I will shield the throne from its enemies.” 
-Option 3: “The needs of my liege supersede my own.” 
-Court Politics (3rd Level): You become Professional in 2 of the following skills: Academia, Bluff, or Investigation. 
-Royal Audience (8th Level): By performing a 1-minute ritual, you may commune with your patron as if by telepathy, though there is no maximum distance. Your patron may choose to ignore you or end the conversation prematurely, and repeatedly pestering them may invoke their ire. 
-Blameless Cog (13th Level): When you cast a corrupting effect, such as charm, you don’t gain the corrupt trait. It is instead passed on to your patron. Your patron is made aware of this transpiring. 
-Will of The King (18th Level): While operating within territory ruled by your patron, you may increase the DC to Absolute on an invocation you cast. You may do this once per short rest. 
  
-Unholy Pact+**Invocation List:** Charm, Command, Dictate, Divine Bolt, Forbid, J’Accuse!, Phantom Servants, Rebuke, Silence. 
 + 
 +**Eldritch Blast Damage Type:** Divine. 
 + 
 +**Pact Skill:** Politique. 
 + 
 +**Keyword Granted:** Divine Magic. 
 + 
 +**Oaths:** 
 +  * Option 1: “I will serve my liege to my dying day.” 
 +  * Option 2: “I will shield the throne from its enemies.” 
 +  * Option 3: “The needs of my liege supersede my own.” 
 +=== Benefits === 
 +  * Court Politics (3rd Level): You become Professional in 2 of the following skills: Academia, Bluff, or Investigation. 
 +  * Royal Audience (8th Level): By performing a 1-minute ritual, you may commune with your patron as if by telepathy, though there is no maximum distance. Your patron may choose to ignore you or end the conversation prematurely, and repeatedly pestering them may invoke their ire. 
 +  * Blameless Cog (13th Level): When you cast a corrupting effect, such as charm, you don’t gain the corrupt trait. It is instead passed on to your patron. Your patron is made aware of this transpiring. 
 +  * Will of The King (18th Level): While operating within territory ruled by your patron, you may increase the DC to Absolute on an invocation you cast. You may do this once per short rest. 
 + 
 +==== Unholy Pact ====
 You have chosen a path where you will take lives, step over others, and cause as much harm as possible in the name of your demonic benefactors. If you can handle it, there is tremendous power to be found, at the cost of any hope of salvation you once had. You have chosen a path where you will take lives, step over others, and cause as much harm as possible in the name of your demonic benefactors. If you can handle it, there is tremendous power to be found, at the cost of any hope of salvation you once had.
-Invocation List: Bane, Circle of Protection (Unholy), Command, Curse, Curse of Glass, Darkness, Dictate (Unholy), Fireball, Inflict Wounds, Madness. 
-Eldritch Blast Damage Type: Divine. 
-Pact Skill: Religion. 
-Keyword Granted: Divine Magic, Unholy. 
-Oaths: 
-Option 1: “My well-being is more important than others, except my patron’s.” 
-Option 2: “I am my patron’s knife, causing harm so that they might strive for both of us.” 
-Option 3: “I will advance the unholy agenda of my patron.” 
-Hellfire (3rd Level): You may choose to deal either fire or divine damage with your eldritch blast. Creatures who fail to save against your eldritch blast are also blighted until the start of your next turn. 
-Pact for Power (8th Level): As an action, regain up to 3 Hero Dice. You sacrifice 15 divine damage per Hero Dice restored. You may use this ability 3 times per short rest. 
-Darkened Soul (13th Level): You are immune to effects that would suppress you. You are permanently corrupted. Your patron may bypass this. 
-Prince of Hell (18th Level): You can issue commands to those who serve your patron. The DC for such a servant to resist your commands is Absolute. You are assumed to have a relative position in the hierarchy of “just below your patron”. 
  
-SidebarDoing Services For Your Patron +**Invocation List:** Bane, Circle of Protection (Unholy), Command, Curse, Curse of Glass, Darkness, Dictate (Unholy), Fireball, Inflict Wounds, Madness.
-Your patron can ask you to do things. Doing so generally results in you gaining a Hero Dice. Different patrons have different levels of interests and access to your senses (something you can discuss with your GM).+
  
-Let’s say your devil patron notices that youre fighting an angel. She might ask you to cut off its head and offer it up in her nameA communal pact warlock might have their various patrons ask them to punt that evil badger into a volcanoWhatever the request is, if you do it, it would make sense to get Hero Dice.+**Eldritch Blast Damage Type:** Divine. 
 + 
 +**Pact Skill:** Religion. 
 + 
 +**Keyword Granted:** Divine Magic, Unholy. 
 + 
 +**Oaths:** 
 +  * Option 1: “My well-being is more important than others, except my patron’s.” 
 +  * Option 2: “I am my patron’s knife, causing harm so that they might strive for both of us.” 
 +  * Option 3: “I will advance the unholy agenda of my patron.” 
 +=== Benefits === 
 +  * Hellfire (3rd Level): You may choose to deal either fire or divine damage with your eldritch blast. Creatures who fail to save against your eldritch blast are also blighted until the start of your next turn. 
 +  * Pact for Power (8th Level): As an action, regain up to 3 Hero DiceYou sacrifice 15 divine damage per Hero Dice restored. You may use this ability 3 times per short rest. 
 +  * Darkened Soul (13th Level): You are immune to effects that would suppress youYou are permanently corrupted. Your patron may bypass this. 
 +  * Prince of Hell (18th Level): You can issue commands to those who serve your patron. The DC for such a servant to resist your commands is Absolute. You are assumed to have relative position in the hierarchy of “just below your patron”.

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