Strength Dexterity Constitution Intelligence Wisdom Charisma
13 [+1] 14 [+2] 16* [+3] 20* [+5] 17 [+3] 12 [+1]

Deep Gnome, Wizard [5 - 7880], Sage

  • Size: Small [3'0", 80 lb]
  • Speed: 25
  • HP: 37 + (8/day) [45]
  • Level Proficiency: +3
  • Saving Throws: Intelligence, Wisdom [Advantage on Int, Wis, Cha against magic].
  • Passive Perception: 13 (Wisdom [+3])
  • AC: 12/15 (Mage Armour)

Traits and Features:
Superior Darkvision:

  • Darkvision 120ft.

Gnome Cunning:

  • Advantage on all Int, Wis, and Cha saving throws against magic.

Stone Camouflage:

  • Advantage on Dex (stealth) checks to hide in rocky terrain.

Svirfneblin Magic

  • You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.


  • When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


  • Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
  • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Arcane Tradition - Lore Mastery:
    • Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
    • Spell Secrets: At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest


  • Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows,
  • Armour Proficiency: None
  • Tool Proficiencies: None


  • Languages: Common, Dwarven, Elvish, Gnomish, Undercommon.
  • Proficient: Arcana, Insight, Investigation, History

Equipment: /x /x /x

  • Common Clothes 3lb
  • Quarterstaff
  • Arcane Focus - Smooth-polished black stone necklace
  • Arcane Focus - Black opal on a neck chain
  • Spellbook (Yuri)
  • Spellbook (Ertix)
  • Banner with starry night sigil
  • Wooden box with enchanted badger - unlocked with Sleep, locked with Awaken?
  • Winter Blanket
  • Bedroll
  • 20 rations
  • 7 waterskins
  • 1x stick of charcoal
  • 10x torches
  • 10gp of incense
  • 10gp of charcoal
  • 21s of herbs
  • Powdered iron and silver
  • Scroll of Find Steed [Giant Rat, rideable by gnome]
  • Scroll of Enhance Ability [Rat's Grace]
  • Scroll of Find Traps
  • Pegasus Feather Quill
  • Scholar's Monocle (Advantage on Int checks in libraries or similar to find relevant info).
  • Silk Handkerchief (funny smell)
  • Loose notes on runes of anti-scrying and anti-divination written in unknown language.
  • 5x books (Hack's writings on history of 5 ancient battles)
    • Book 1: Elves march out from Trinsic, and slaughter all creatures for miles around the city. Elven man in long dark robes (Valassian) wielding twin blades with golden hilts.
  • 2x Golden Sword Hilts with SILVER BLADES [Valassian Twin Blades - if reforged, creatures killed with this cannot be brought back to life as it kills both soul and body] (were wielded by Valassian as he strode out of Trinsic and slaughtered gnomes, skaven etc. indiscriminately)
  • Shrak's Spell Book (small leather book with undercommon runes) [False Life, Chill Touch, Tasha's Hideous Laughter].
  • Large Pearl (100gp worth)
  • Daemonology Book [FORBIDDEN, contains knowledge about Aes Durath who is some sort of boss devil, who has a servant called Winford Vogles who was the master of the 2x Imps).
  • Amber orb [Casting Focus].
  • Thin book (Tales of Valor by Randall Taylor (the Prince); Gerald Hurt is a Paladin of the Prince)
  • Groueal's Guile (Hat; Can use an action to look like an undead zombie for an hour).
  • Vavoose's Silver Sword Pin (Grant's entry to Trinsic).
  • Unicorn Horn [Ex-Hacktooth's Dagger] (+1 Druidic Casting Focus, attuning to it grants luck, can use it for healing properties).
  • Thess' Spell Book [WARNING - CONTAINS 10,000 ORCS] - needs scarab key to unlock.
  • 4x small bells for Alarm Ritual
  • Loknir's Encyclopaedia of Hiraeth
  • Blue Rod with a switch [WARNING - Created by Erma, contains some evil creature]
  • Bronze brazier for Find Familiar Ritual
  • 10x gold bars worth 20gp each
  • 6x bars of cold iron
  • Ring of Stoneshape [1x charge of 3 remaining]
  • 50gp of diamonds
  • 70gp of rubies
  • 10gp of topaz
  • 17gp of emerald
  • 47gp of sapphire
  • 10gp amethyst
  • 50gp of 'Magical reagents' used to copy spells into spell book
  • 1x d4+4 health potion
  • 1 scroll of Turn Undead
  • Thin Glass Rod of Invulnerability (Rod cannot be moved or destroyed?)
  • Pages of Notes on Bellamere and the undead elf army
  • Symbiotic Ring (8 Temporary HP per day)
  • Eyes of Aes Durath - replaces your eyes with white crystals. Grants darkvision 60ft, 3 charges to cast charm at DC15, recharges at dawn. Gives advantage of Persuade and Deceive when face to face. Alignment forcibly changed to lawful evil.
  • 20x Barbed/Hooked Cold Iron Plugs
  • Cold Iron Manacles
  • Winford Voyles' Wand
  • Box with starry night sigil containing a vial of black, muddy substance, an empty vial (held gold mist), and a seeming empty vial. Necromancy aura from all 3. Black = If poured into the mouth of a dead humanoid, that corpse becomes a zombie. Gold = Forces the soul to leave the body for Wisdom bonus of minutes. Colourless Vial = Contains trapped soul of a soldier, who when releases will possess a random object or person within 25ft. The object gains [XYZ bonus, sentient?] or a person gains the trait [XYZ, serve my master].
  • Second box and small key with starry night sigil, contains 1x black liquid vial.
  • Scholar's pack: Backpack, book of lore, 2x bottle of ink, 2x ink pen, 20x parchment, 2x bag of sand, 2x small knife.
  • Bottle of black ink, small knife, letter from a mage at Moonglow college asking about racial magics
  • Scroll case full of notes on magical resonance, arcana, beasts, and the disappearance of Ertix and his obsession with the starry night banner.

* Hacktooth the Skaven shaman had in a box in his warren with the banner of the starry night. When asked about it, he explained that it was the banner of Saff, a human necromancer that led an attack against the Elves at Trinsic 1500 years ago. He recruited Hacktooth for this attack, promising him power, but they failed in their assault. Hacktooth also appears to be skilled in necromancy, commanding an animated rat-ogre skeleton to watch over his remains.
* Saff and Hacktooth had created ritual summoning circles in Hacktooth's warren to try to contact a being called 'Morlock' to gain power or knowledge. Morlock is the master of some sort of domain, and is trapped there (claims to have been trapped by the elves).
* Saff had a necromancer alchemist working for him who made the vials in the boxes - broken vials around Hacktooth's body suggest that they might be a 'last resort'?
* Saff was defeated 700 years before humans arrived on Hiraeth. Saff laid siege to Trinsic 1426 years ago?
* Valassian fought the Skaven stronghold on the western coast of Hiraeth. Only a few Skaven made it back to Hacktooth's warren. Valassian's army marched north to Saff's fortress while he singlehandedly slaughtered Skaven.
* A female elf with a small contingent of elven warriors burns down every gnome village south of the mountains. She meets and undead horde massing in the woods and turns them all to dust. This elven woman is 'Thess', and she walks into battle carrying an obsidian spellbook. She is stationed on the eastern coast with a small company of guards when a massive horde of 10s of thousands of orcs march towards her from the north. Identifying Loknir's obsidian spellbook reveals that there are orcs trapped inside it?
* Valassian assaults Saff's tower and kills him easily in a duel.
* Bellamere is the king of the elves, and wanted me to kill all of the druids as a 'test' of loyalty, claimed it was to prevent them serving Morlock. I declined to slaughter all those people, and he instead wanted me to get them to serve the elf king.
* Aes Durath wanted to be worshipped singularly on Hiraeth, and wanted us to be him emissaries and murderers to achieve that. Deities gain power through worship and he wanted the monopoly. He revealed that Bellamere and Morlock both used to serve him and got their power from him, but both broke away and became deities in their own right.
* Turns out. there are only 17 elves left alive in Trinsic - the rest are undead, serving Bellamere. The rest were killed in the fight with Morlock.
* Erma was the tinkerer who worked for Hacktooth. Serg was a necromancer alchemist, made the potions we found.

  • x lbs of backpack stuff

Platinum: 10
Gold: 64
Silver: 8
Copper: 108


Spell Save DC = (+16), 8 + your proficiency bonus + your Int modifier.
Spell attack modifier = (+8), Proficiency bonus + your Int modifier

Spells Prepared: 10 (Wizard Level + Int Modifier)
Spell Slots:
1st Level: 4
2nd Level:3
3rd Level:2

Racial Spells:

  • Nondetection:
    • VSM. Action. Touch
    • 8 hours
    • For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
  • Blindness Deafness:
    • V. Action. 30ft
    • 1 minute
    • You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Blur:
    • V. Action. Self
    • 1 minute, Concentration
    • Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
  • Disguise Self:
    • VS. Action. Self
    • 1 hour
    • You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


  • Minor Illusion:
    • SM. Action. 30ft
    • 1 minute
    • You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  • Mage Hand:
    • VS. Action. 30ft
    • 1 minute
    • A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
  • Message:
    • VSM. Action. 120ft
    • 1 round
    • You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
  • Create Bonfire:
    • VS. Action. 120ft

*1 round
* You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • Create Bonfire:
    • VS. Action. 60ft
    • Concentration, 1 minute
    • You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1st Level Spells Known:

  • Mage Armour:
    • VSM. Action. Touch
    • 8 Hours
    • You touch a willing creature who isn’t wearing armour, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armour or if you dismiss the spell as an action.
  • Shield:
    • VS. Reaction. Self
    • 1 Round
    • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
  • Find Familiar [RITUAL]:
    • VSM - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier). 1 hour. 10ft
    • Instantaneous
    • You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.
  • Comprehend Languages [RITUAL]:
    • VSM. Action. Self
    • 1 Hour
    • For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
  • Sleep:
    • VSM. Action. 90ft
    • 1 minute
    • This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  • Detect Magic [RITUAL]:
    • VS. Action. Self.
    • 10 minutes - Concentration
    • For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Identify [RITUAL]:
    • VSM [Pearl worth 50gp and an owl feather]. Action. Touch.
    • 1 minute - Instantaneous
    • You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    • If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Expeditious Retreat:
    • VS. Bonus action. Self.
    • 10 minutes - Concentration
    • This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
  • Protection from Good and Evil:
    • VSM (Powdered silver and iron, consumed). Action. Touch.
    • Concentration, 10 minutes
    • Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
    • The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
  • False Life:
    • VSM. Action. Self.
    • 1 hour
    • Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
  • Tasha's Hideous Laughter:
    • VSM. Action. 30ft.
    • Concentration, 1minute
    • A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
    • At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

2nd Level Spells Known:

  • Misty Step
    • V. Bonus Action. Self
    • Instantaneous
    • Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
  • Flaming Sphere
    • VSM. Action. 60ft
    • Concentration, 1 minute
    • A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
    • As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
    • When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
  • Pyrotechnics
    • VS. Action. 60ft
    • Instantaneous
    • Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
    • Fireworks. The target explodes with a dazzling display of colours. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
    • Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

3rd Level Spells Known:

  • Counterspell
    • S. 1 reaction, which you take when you see a creature within 60ft of you casting a spell. 60ft
    • Instantaneous
    • You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  • Leomund's Tiny Hut [RITUAL]:
    • VSM [Pearl worth 50gp and an owl feather]. 1 minute. Self - 10 ft radius hemisphere.
    • 8 hours
    • A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    • Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    • Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Specialty: Researcher.
Personality: There’s nothing I like more than a good mystery.
Ideal: Knowledge. The path to power and self-improvement is through knowledge.
Bond: It is my duty to protect my students.
Flaw: I am easily distracted by the promise of information.

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