<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.milestone();" name="Brokenglass McShayne" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM"><Description age="29" height="3&apos;7&quot;" weight="61 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="47000" alignment="Good" deity="Mielikki" experience="39000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="male" level="13" name="Wizard" powersource="Arcane" role="Controller" size="Small" tier="Paragon" vision="Low-light"><Race description="Clever tricksters and skilled wielders of fey magic, gnomes use their wits to survive." name="Gnome" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=20"><Feature description="With cover or concealment at initiative check, make Stealth check to become hidden" name="Reactive Stealth" /><Feature description="Use fade away as an encounter power" name="Fade Away" /><Feature description="Your origin is fey, not natural" name="Fey Origin" /><Feature description="+5 racial bonus to saving throws against illusions" name="Trickster&apos;s Cunning" /><Feature description="Use ghost sound as minor action, 1/encounter." name="Master Trickster" /><Feature description="" name="Arcana Bonus" /><Feature description="" name="Stealth Bonus" /></Race><Theme description="" name="Wizard&apos;s Apprentice" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=852" /><Background description="I bear the Sigil of Vaurom. I have tasted the Black Lotus Tea and seen the sublime mysteries within Vaurom&apos;s Impossible Crypt. I say this not as a boast, but as a warning." name="Assassin" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=66"><Feature description="" name="Assassin Benefit" /></Background><Class description="You tap the raw arcane power of the cosmos, bending reality to your will with your focus." name="Wizard" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9"><Feature description="" name="Wizard&apos;s Apprentice Starting Feature" /><Feature description="Gain a specialization in an arcane implement of your choice" name="Arcane Implement Mastery" /><Feature description="Encounter, free; with orb, penalize foe&apos;s next saving throw against your spell, or extend duration of your at-will spell one round." name="Orb of Imposition" /><Feature description="" name="Arcanist Ritual Casting" /><Feature description="" name="Arcanist&apos;s Spellbook" /><Feature description="" name="Cantrips" /><Feature description="" name="Wizard&apos;s Apprentice Level 5 Feature" /><Feature description="" name="Wizard&apos;s Apprentice Level 10 Feature" /></Class><ParagonPath description="" name="Shadow Shaper" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=837"><Feature description="" name="Night Terror" /><Feature description="" name="Nightmares Made Real" /><Feature description="" name="Mind and Body" /><Feature description="" name="Never-Ending Nightmare" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" death-saves-display-class="CUR_DeathSaves" death-saves-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_HitPoints&apos;, {requireInt:1, min:1, text:&apos;How many HP should be added?&apos;, calculateChange: function(oldVal, newVal) { return Math.max(0,oldVal) + newVal; } });" value="69"><Factor abbreviation="Con" modifier="+11" name="Constitution" /><Factor abbreviation="Wizard 1" modifier="+10" name="Level 1 Wizard" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor modifier="+4" name="_PER-LEVEL-HPS" /><Factor abbreviation="Wizard 13" modifier="+48" multiplied="4" multiplier="12" name="Level 13 Wizard" /></MaxHitPoints><BloodiedValue value="34"><Factor abbreviation="1/2 HP" modifier="+34" multiplied="69" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="6"><Factor modifier="+6" name="Wizard" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.surgeValueToHitPoints(17);" value="17"><Factor abbreviation="1/4 HP" modifier="+17" multiplied="69" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+5" name="Gnome" /></Speed><Initiative dice-class="dice1d20plus12Initiative" value="12"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Condition name="+2 Mirrorsheen Coat +3" /><Defense abbreviation="AC" name="Armor Class" value="25"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Cloth Armor (Basic Clothing)" /><Factor modifier="+3" name="Mirrorsheen Coat +3" /><Condition name="+6 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Cape of the Mountebank +2" /><Factor abbreviation="Str mod" modifier="+0" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="26"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Cape of the Mountebank +2" /><Factor abbreviation="Int mod" modifier="+6" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="26"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Cape of the Mountebank +2" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="19"><Factor modifier="+9" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="24"><Factor modifier="+14" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="8"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus23Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="23"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+6" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+6" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="6"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+0" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="6"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus17History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="17"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+6" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="14"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="12"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+6" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus16Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="16"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="10"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+4" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="8"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Strength" modifier="+0" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Constitution" modifier="+0" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="15"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Dexterity" modifier="+2" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="23"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Gnome" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus12Intelligence" modifier="+6" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="16"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Wisdom" modifier="+3" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="18"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Gnome" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Charisma" modifier="+4" rollmodifier="+10" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" name="Dagger" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 2" flavor="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." isMore="" keywords="Arcane" name="Prestidigitation" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1930"><PowerCardItem><Name>Effect</Name><Description>Use this cantrip to accomplish one of the effects given below:
	&#9830; Change the color of items in 1 cubic foot.
	&#9830; Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
	&#9830; Clean or soil items in 1 cubic foot.
	&#9830; Instantly light (or snuff out) a candle, a torch, or a small campfire.
	&#9830; Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
	&#9830; Make a small mark or symbol appear on a surface for up to 1 hour.
	&#9830; Produce out of nothingness a small item or image that exists until the end of your next turn.
	&#9830; Make a small, handheld item invisible until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>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.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 5" flavor="You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish." isMore="" keywords="Arcane, Conjuration" name="Mage Hand" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1227"><PowerCardItem><Name>Effect</Name><Description>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.</Description></PowerCardItem><PowerCardItem><Name> Minor Action</Name><Description>The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.</Description></PowerCardItem><PowerCardItem><Name> Move Action</Name><Description>The hand moves up to 5 squares in any direction, carrying the object it holds.</Description></PowerCardItem><PowerCardItem><Name> Free Action</Name><Description>The hand drops the object it is holding.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The hand persists until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 5" flavor="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." isMore="" keywords="Arcane" name="Light" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1225"><PowerCardItem><Name>Target</Name><Description>One object or unoccupied square</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>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.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" flavor="Your enemy&apos;s blood hardens, slowing its movement and causing excruciating pain." isMore="" keywords="Arcane, Implement, Transmutation" level="1" name="Stone Blood" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13741"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" flavor="A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling drake, or maybe a troll." isMore="" keywords="Arcane, Illusion, Implement, Psychic" level="1" name="Phantasmal Assault" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12736"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can't make opportunity attacks until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" type="Psychic" value="1d8+10"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" type="Psychic" value="1d8+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="dice1d8plus7Damage" type="Psychic" value="1d8+7"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close blast 5" flavor="A strand of scintillating colors and gleaming lights clouds your enemies&apos; minds and forces them to move away." isMore="" keywords="Arcane, Charm, Enchantment, Implement, Psychic" level="1" name="Beguiling Strands" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12733"><PowerCardItem><Name>Target</Name><Description>Each enemy in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>Intelligence modifier psychic damage, and you push the target up to 3 squares.
Level 21: 3 + Intelligence modifier psychic damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice6Damage" value="6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice6Damage" value="6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice6Damage" value="6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Ranged 5" flavor="You create a small amount of stone and rubble that clogs up the area." isMore="" keywords="Arcane" level="2" name="Mystical Debris" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Wizard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11032"><PowerCardItem><Name>Effect</Name><Description>One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You cannot have more squares than your Intelligence modifier under this effect at one time.</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" attacktype="Close burst 3" flavor="A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer." isMore="" keywords="Arcane, Conjuration, Illusion, Implement" name="Hypnotic Pattern Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7343"><PowerCardItem><Name>Requirement</Name><Description>The Hypnotic Pattern power must be active to use this power.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>An enemy starts its turn within 3 squares of the pattern</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 20" flavor="A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target." isMore="" keywords="Arcane, Evocation, Force, Implement" level="1" name="Magic Missile" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=463"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>2 + Intelligence modifier force damage.
	Level 11: 3 + Intelligence modifier force damage.
	Level 21: 5 + Intelligence modifier force damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>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.</Description></PowerCardItem><Weapon attackstat="" defense="" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice12Damage" type="Force" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="" defense="" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice11Damage" type="Force" value="11"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="" defense="" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus0Attack" value="0" /><Damage dice-class="dice9Damage" type="Force" value="9"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Standard Action" attacktype="Ranged 5" display-class="USAGE_ColorOrb" flavor="You throw a brightly shining orb of swirling colors at your foe, momentarily dazing it." isMore="" keywords="Arcane, Implement, Radiant" name="Color Orb" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard&apos;s Apprentice Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14127" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_ColorOrb&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Highest ability modifier vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + highest ability modifier radiant damage, and the target is dazed until the end of your next turn.
	Level 11: 2d8 + highest ability modifier radiant damage.
	Level 21: 3d8 + highest ability modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d8plus8Damage" value="2d8+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" value="2d8+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Reaction" attacktype="Personal" display-class="USAGE_FadeAway" flavor="You turn invisible in response to harm." isMore="" keywords="Illusion" name="Fade Away" packagename="Gnome" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=20" powerusage="Encounter" source="Gnome Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=377" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_FadeAway&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You take damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You are invisible until you attack or until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 10" display-class="USAGE_GhostSound" flavor="With a wink, you create an illusory sound that emanates from a distant location." isMore="" keywords="Arcane, Illusion" name="Ghost Sound" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1217" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_GhostSound&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One object or unoccupied square</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>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.</Description></PowerCardItem></Power><Power actiontype="Free Action" display-class="USAGE_OrbofImposition" flavor="Control wizards select this form of mastery because it helps extend the duration of their control effects." isMore="" keywords="Implement" name="Orb of Imposition" packagename="Wizard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9" powerusage="Encounter" source="Orb of Imposition  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5594" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_OrbofImposition&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must wield an orb to use this ability.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Personal" display-class="USAGE_Suggestion" flavor="You weave arcane power through your words, infusing each phrase with persuasive magic." isMore="" keywords="Arcane" name="Suggestion" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12731" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_Suggestion&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You make a Diplomacy check.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_CharmofMisplacedWrath" flavor="You bend your foe&apos;s mind, filling it with wrath even as you twist its senses." isMore="" keywords="Arcane, Charm, Enchantment, Implement" level="1" name="Charm of Misplaced Wrath" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10138" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_CharmofMisplacedWrath&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You slide the target up to 3 squares. The target is then dazed until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_OrbmastersIncendiaryDetonation" flavor="Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting them as they attempt to escape." isMore="" keywords="Arcane, Evocation, Fire, Force, Implement, Zone" level="1" name="Orbmaster&apos;s Incendiary Detonation" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5799" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_OrbmastersIncendiaryDetonation&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier force damage, and you knock the target prone.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage. An enemy can take this damage only once per turn.</Description></PowerCardItem><PowerCardItem><Name> Orb of Imposition</Name><Description>You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn't affect you or your allies.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" type="Force" value="1d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" type="Force" value="1d6+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Force" value="1d6+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_Shield" flavor="You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks." isMore="" keywords="Arcane" level="2" name="Shield" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1235" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_Shield&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +4 power bonus to AC and Reflex until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_MazeofMirrors" flavor="You envelop your enemies in an illusory labyrinth of mirrors, which conceals the world around them." isMore="" keywords="Arcane, Illusion, Implement" level="3" name="Maze of Mirrors" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3218" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_MazeofMirrors&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Close blast 5" display-class="USAGE_ColorSpray" flavor="A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless." isMore="" keywords="Arcane, Evocation, Implement, Radiant" level="3" name="Color Spray" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=173" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_ColorSpray&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" type="Radiant" value="1d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" type="Radiant" value="1d6+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_HypnoticPattern" flavor="A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer." isMore="" keywords="Arcane, Illusion, Implement" level="3" name="Hypnotic Pattern" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4020" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_HypnoticPattern&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Ranged 10" display-class="USAGE_EmeraldEye" flavor="A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe&apos;s true nature." isMore="" keywords="Arcane" level="6" name="Emerald Eye" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4110" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_EmeraldEye&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target's Will.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_InsightfulWarning" flavor="As your foe unleashes its attack, you realize that you have read about this sort of danger and shout a warning to your friends." isMore="" level="6" name="Insightful Warning" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Arcana Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9299" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_InsightfulWarning&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>A creature you can see makes an attack roll for an area or a close attack that includes you as a target</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Arcana.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_FamiliarsCall" flavor="You teleport yourself to where your familiar is." isMore="" keywords="Arcane, Teleportation" level="6" name="Familiar&apos;s Call" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10420" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_FamiliarsCall&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You teleport up to 20 squares to the square occupied by your familiar and your familiar enters passive mode.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_TwistofSpace" flavor="You bend and fold the fabric of space, scattering your enemies across the battlefield." isMore="" keywords="Arcane, Evocation, Implement, Teleportation" level="7" name="Twist of Space" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2816" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_TwistofSpace&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier damage, and the target is teleported 3 squares and slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_CharmoftheDefender" flavor="You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies." isMore="" keywords="Arcane, Charm, Enchantment, Implement" level="7" name="Charm of the Defender" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10146" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_CharmoftheDefender&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>You slide the target up to 3 squares.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 10 squares" display-class="USAGE_PhantomFoes" flavor="Spectral warriors swirl around your enemies, causing them to lash out in a blind panic." isMore="" keywords="Arcane, Fear, Illusion" level="7" name="Phantom Foes" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12745" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_PhantomFoes&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_NightTerror" flavor="You draw forth a nightmare from your foe&apos;s mind that leaves it vulnerable, and which acts as a conduit for your power." isMore="" keywords="Arcane, Fear, Illusion, Necrotic, Psychic, Shadow" level="11" name="Night Terror" packagename="Shadow Shaper" packageurl="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=837" powertype="Attack" powerusage="Encounter" source="Shadow Shaper Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14056" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_NightTerror&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target takes necrotic and psychic damage equal to your Intelligence modifier, and it is dazed until the end of your next turn. You can use the target's space as the origin for the next close or melee implement attack power you use before the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_Never-EndingNightmare" flavor="By focusing on an illusion just about to fade, you imbue it with the power of shadow to ensure that your enemies&apos; agony persists." isMore="" keywords="Arcane, Illusion, Shadow" level="12" name="Never-Ending Nightmare" packagename="Shadow Shaper" packageurl="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=837" powertype="Utility" powerusage="Encounter" source="Shadow Shaper Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14058" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_Never-EndingNightmare&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Choose an illusion effect you created that would end at the end of your current turn. The effect instead lasts until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 10 squares" display-class="USAGE_DarkGathering" flavor="A black mote appears in your enemies&apos; midst and explodes outward, projecting a wave of shadow to fog your foes&apos; senses." isMore="" keywords="Arcane, Implement, Nethermancy, Psychic, Shadow, Zone" level="13" name="Dark Gathering" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13995" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_DarkGathering&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the origin square of the burst, the target is also blinded until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured to your enemies.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d10plus9Damage" type="Psychic" value="1d10+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" type="Psychic" value="1d10+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Psychic" value="1d10+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.namesToVariables[&apos;CUR_Surges&apos;].get() &gt; 0; }, noUseMessage: &apos;Second Wind requires a healing surge, and you have none.&apos; });" /><Power actiontype="Free Action" display-class="USAGE_ActionPoint" isMore="" name="Action Point" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_HorridWhispers" flavor="Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies." isMore="" keywords="Arcane, Illusion, Implement, Psychic" level="1" name="Horrid Whispers" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5802" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_HorridWhispers&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>You knock the target prone.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" type="Psychic" value="1d6+10"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" type="Psychic" value="1d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" type="Psychic" value="1d6+7"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 10 squares" display-class="USAGE_ArcaneWhirlwind" flavor="Howling winds straight from the Elemental Chaos whip your foes around the battlefield." isMore="" keywords="Arcane, Evocation, Implement, Thunder, Zone" level="1" name="Arcane Whirlwind" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11031" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_ArcaneWhirlwind&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>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.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists, and you can slide one creature within the zone 2 squares.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" type="Thunder" value="2d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" type="Thunder" value="2d6+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Thunder" value="2d6+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_PhantomChasm" flavor="Your enemies shriek in terror as, at least in their mind&apos;s eye, a bottomless pit opens beneath their feet." isMore="" keywords="Arcane, Illusion, Implement, Psychic, Zone" level="1" name="Phantom Chasm" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3216" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_PhantomChasm&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d6 + Intelligence modifier psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage, and the target falls prone.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" type="Psychic" value="2d6+10"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" type="Psychic" value="2d6+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="dice2d6plus7Damage" type="Psychic" value="2d6+7"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_Disappear" flavor="You fade from sight for a moment." isMore="" keywords="Arcane, Illusion" level="2" name="Disappear" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard&apos;s Apprentice Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14128" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_Disappear&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You become invisible until the end of this turn.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>Wizard's Apprentice</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_TashasForcibleConscription" flavor="By digging deep into an enemy&apos;s mind, you unleash crippling pain that causes it to lash out blindly." isMore="" keywords="Arcane, Charm, Enchantment, Implement" level="5" name="Tasha&apos;s Forcible Conscription" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12744" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_TashasForcibleConscription&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is stunned until the start of your next turn. This effect also ends if the target is attacked.</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>The target makes a basic attack against a target of your choice as a free action.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is dazed until the end of your next turn. This effect also ends if the target is attacked.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_StinkingCloud" flavor="You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within." isMore="" keywords="Arcane, Implement, Poison, Zone" level="5" name="Stinking Cloud" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=67" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_StinkingCloud&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d10 + Intelligence modifier poison damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Fortitude" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d10plus9Damage" type="Poison" value="1d10+9"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" type="Poison" value="1d10+8"><Factor modifier="+6" name="Intelligence modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" type="Poison" value="1d10+6"><Factor modifier="+6" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 5 within 10 squares" display-class="USAGE_VisionsofAvarice" flavor="The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it." isMore="" keywords="Arcane, Illusion, Implement, Zone" level="5" name="Visions of Avarice" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4074" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_VisionsofAvarice&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.</Description></PowerCardItem><PowerCardItem><Name> Primary Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name> Primary Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The zone persists until the end of your next turn, and you make the secondary attack.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5 centered on the zone" display-class="USAGE_VisionsofAvariceAttack" flavor="The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it." isMore="" keywords="Arcane, Illusion, Implement, Zone" name="Visions of Avarice Attack" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7344" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_VisionsofAvariceAttack&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>The Visions of Avarice power must be active to use this power.</Description></PowerCardItem><PowerCardItem><Name>Secondary Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You pull the secondary target up to 4 squares toward the zone.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area wall 8 within 10 squares" display-class="USAGE_WallofFire" flavor="A blazing wall of flame erupts from the ground at your command." isMore="" keywords="Arcane, Conjuration, Fire, Implement" level="9" name="Wall of Fire" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=722" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_WallofFire&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a wall of fire that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. Any creature that enters the wall or starts its turn there takes 3d6 + Intelligence modifier fire damage (a creature can take this damage only once per turn). The wall blocks line of sight. Each square of movement that includes one or more squares of the wall costs 3 extra squares of movement.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The wall persists until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_SymphonyoftheDarkCourt" flavor="Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy." isMore="" keywords="Arcane, Enchantment, Implement" level="9" name="Symphony of the Dark Court" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12748" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_SymphonyoftheDarkCourt&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is dazed and immobilized (save ends both).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is dazed until the end of its next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_VisionsofRuin" flavor="Your foes scream in terror as a great cataclysm seems to destroy the world around them. Only the small area they occupy is safe from the horrid destruction they witness." isMore="" keywords="Arcane, Fear, Illusion, Implement, Psychic, Zone" level="9" name="Visions of Ruin" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4071" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_VisionsofRuin&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone of illusory safety. A target that is forced to leave the zone takes 2d8 + Intelligence modifier psychic damage, and this effect ends for it. The zone lasts until no creature is subject to this effect.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Intelligence vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>The target is affected by visions of ruin (save ends). While affected by visions of ruin, it cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Until the end of your next turn, the target cannot voluntarily leave the zone, and it does not have line of sight to targets outside the zone.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>A creature whose space is partly within the zone can move only into squares within the zone.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" name="Stone of Good Luck +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149537.14&amp;ftype=1"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Orb of Sanguinary Repercussions +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=860&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Feat bonus - Orb Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+6" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Feat bonus - Gnome Phantasmist" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_MirrorImage" flavor="Three duplicate images of you appear, imitating your Actions perfectly and confusing your enemies." isMore="" keywords="Arcane, Illusion" level="10" name="Mirror Image" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1231" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_MirrorImage&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears, and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area wall 8 within 20 squares" display-class="USAGE_IllusoryWall" flavor="A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion." isMore="" keywords="Arcane, Illusion, Implement" level="10" name="Illusory Wall" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3222" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_IllusoryWall&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>You can sustain this power until the end of the encounter.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Close burst 10" display-class="USAGE_MassResistance" flavor="You wrap arcane strands about yourself and all your allies, insulating all against a particular type of damage." isMore="" keywords="Arcane" level="10" name="Mass Resistance" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2838" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;USAGE_MassResistance&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You and each ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to 5 + your Intelligence modifier.</Description></PowerCardItem></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Gnome Phantasmist" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1140" /><Feat description="" name="Improved Initiative" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=272" /><Feat description="" name="Enlarge Spell" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1134" /><Feat description="You gain a familiar" name="Arcane Familiar" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=738" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Superior Implement Training (Accurate orb)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2624" /><Feat description="" name="Psychic Lock" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=318" /><Feat description="" name="Orb Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3146" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-ad-display-class="CUR_carriedad" carried-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-cp="0" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-cp-display-class="CUR_carriedcp" carried-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="100" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-gp-display-class="CUR_carriedgp" carried-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-pp-display-class="CUR_carriedpp" carried-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-sp="0" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-sp-display-class="CUR_carriedsp" carried-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" daily-use-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad-display-class="CUR_storedad" stored-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-cp="0" stored-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-cp-display-class="CUR_storedcp" stored-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-gp="0" stored-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-gp-display-class="CUR_storedgp" stored-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-pp-display-class="CUR_storedpp" stored-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-sp="0" stored-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-sp-display-class="CUR_storedsp" stored-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" weightCarried="48"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_BootsofFreeMovement&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofFreeMovement" equippedcount="1" name="Boots of Free Movement" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_BootsofFreeMovement&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofFreeMovement?&apos;, displayClass:&apos;CUR_Item_BootsofFreeMovement&apos;, text:&apos;How many BootsofFreeMovement should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3305&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_CapeoftheMountebank2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CapeoftheMountebank2" equippedcount="1" name="Cape of the Mountebank +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_CapeoftheMountebank2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CapeoftheMountebank2?&apos;, displayClass:&apos;CUR_Item_CapeoftheMountebank2&apos;, text:&apos;How many CapeoftheMountebank2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3577&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClothArmorBasicClothing" equippedcount="1" name="Cloth Armor (Basic Clothing)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClothArmorBasicClothing?&apos;, displayClass:&apos;CUR_Item_ClothArmorBasicClothing&apos;, text:&apos;How many ClothArmorBasicClothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=2&amp;page=item"><Enhancement name="Mirrorsheen Coat +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1664&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_StoneofGoodLuck3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_StoneofGoodLuck3" equippedcount="1" name="Stone of Good Luck +3" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_StoneofGoodLuck3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last StoneofGoodLuck3?&apos;, displayClass:&apos;CUR_Item_StoneofGoodLuck3&apos;, text:&apos;How many StoneofGoodLuck3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149537.14&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_RaiseDead&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RaiseDead" equippedcount="0" name="Raise Dead" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_RaiseDead&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RaiseDead?&apos;, displayClass:&apos;CUR_Item_RaiseDead&apos;, text:&apos;How many RaiseDead should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=27" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_RemoveAffliction&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RemoveAffliction" equippedcount="0" name="Remove Affliction" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_RemoveAffliction&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RemoveAffliction?&apos;, displayClass:&apos;CUR_Item_RemoveAffliction&apos;, text:&apos;How many RemoveAffliction should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=28" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EnchantMagicItem" equippedcount="0" name="Enchant Magic Item" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_EnchantMagicItem&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EnchantMagicItem?&apos;, displayClass:&apos;CUR_Item_EnchantMagicItem&apos;, text:&apos;How many EnchantMagicItem should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=9" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WaterWalk" equippedcount="0" name="Water Walk" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WaterWalk?&apos;, displayClass:&apos;CUR_Item_WaterWalk&apos;, text:&apos;How many WaterWalk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=61" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_PotionofVitality&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofVitality" equippedcount="0" name="Potion of Vitality" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_PotionofVitality&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofVitality?&apos;, displayClass:&apos;CUR_Item_PotionofVitality&apos;, text:&apos;How many PotionofVitality should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1139&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="3" display-class="CUR_Item_PotionofHealing" equippedcount="0" name="Potion of Healing" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealing?&apos;, displayClass:&apos;CUR_Item_PotionofHealing&apos;, text:&apos;How many PotionofHealing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Oil1pint&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="5" display-class="CUR_Item_Oil1pint" equippedcount="0" name="Oil (1 pint)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Oil1pint&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Oil1pint?&apos;, displayClass:&apos;CUR_Item_Oil1pint&apos;, text:&apos;How many Oil1pint should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=52&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Lantern&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Lantern" equippedcount="0" name="Lantern" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Lantern&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Lantern?&apos;, displayClass:&apos;CUR_Item_Lantern&apos;, text:&apos;How many Lantern should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=29&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_OrbofSanguinaryRepercussions2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_OrbofSanguinaryRepercussions2" equippedcount="0" name="Orb of Sanguinary Repercussions +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_OrbofSanguinaryRepercussions2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last OrbofSanguinaryRepercussions2?&apos;, displayClass:&apos;CUR_Item_OrbofSanguinaryRepercussions2&apos;, text:&apos;How many OrbofSanguinaryRepercussions2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=860&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="0" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_UnseenServant&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_UnseenServant" equippedcount="0" name="Unseen Servant" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_UnseenServant&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last UnseenServant?&apos;, displayClass:&apos;CUR_Item_UnseenServant&apos;, text:&apos;How many UnseenServant should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=230" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BrewPotion" equippedcount="0" name="Brew Potion" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BrewPotion?&apos;, displayClass:&apos;CUR_Item_BrewPotion&apos;, text:&apos;How many BrewPotion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_TensersFloatingDisk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TensersFloatingDisk" equippedcount="0" name="Tenser&apos;s Floating Disk" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_TensersFloatingDisk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TensersFloatingDisk?&apos;, displayClass:&apos;CUR_Item_TensersFloatingDisk&apos;, text:&apos;How many TensersFloatingDisk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=60" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Spellbook" equippedcount="0" name="Spellbook" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhj3oCcM.triggerVariable(&apos;CUR_Item_Spellbook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Spellbook?&apos;, displayClass:&apos;CUR_Item_Spellbook&apos;, text:&apos;How many Spellbook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=33&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Elven" /><Language name="Abyssal" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Wizard"><Proficiency name="Orb" source="Wizard" /><Proficiency name="Staff" source="Wizard" /><Proficiency name="Wand" source="Wizard" /><Proficiency name="Tome" source="Wizard" /></ProficiencyGroup><Proficiency name="Dagger" source="Wizard" /><Proficiency name="Quarterstaff" source="Wizard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Wizard" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>