<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.milestone();" name="Berun" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA"><Description height="5&apos; 9&quot;" weight="165 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="99000" alignment="Good" deity="Sehanine" experience="83000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="17" name="Wizard" powersource="Arcane" role="Controller" size="Medium" tier="Paragon" vision="Low-light"><Race description="Hailing from the Feywild, a realm of verdant magic, the eladrin are masters of arcane power." name="Eladrin" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=3"><Feature description="Meditate aware 4 hours instead of sleep." name="Trance" /><Feature description="Proficient with longsword." name="Eladrin Weapon Proficiency" /><Feature description="Training in any one additional skill." name="Eladrin Education" /><Feature description="+1 Will; +5 to saving throws against charm." name="Eladrin Will" /><Feature description="Use fey step as an encounter power." name="Fey Step" /><Feature description="Your origin is fey, not natural" name="Fey Origin" /><Feature description="" name="Arcana Bonus" /><Feature description="" name="History Bonus" /></Race><Theme description="" name="Scholar" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=854" /><Background description="I was one of the brightest students in the Ebon Tower. But I was curious. And after I saw the demons bound in the basement, I knew some of my instructors were even more curious&#8212;and less scrupulous&#8212;than I was." name="Arcane Student Who Saw Too Much" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=75"><Feature description="" name="Arcane Student Who Saw Too Much 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="Scholar Starting Feature" /><Feature description="Gain a specialization in an arcane implement of your choice" name="Arcane Implement Mastery" /><Feature description="With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt)." name="Staff of Defense" /><Feature description="" name="Arcanist Ritual Casting" /><Feature description="" name="Arcanist&apos;s Spellbook" /><Feature description="" name="Cantrips" /><Feature description="" name="Scholar Level 5 Feature" /><Feature description="" name="Scholar Level 5 Feature (Arcana)" /><Feature description="" name="Scholar Level 10 Feature" /></Class><ParagonPath description="" name="Entrancing Mystic" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=322"><Feature description="Enemies moving or starting turn within 3 of you take -2 to saving throws, or -5 against charm powers." name="Mystic Rapture" /><Feature description="When you take an action point action, a creature within 5 takes ongoing 5 psychic damage (save ends)." name="Maddening Action" /><Feature description="+1 attack with charm powers; if you miss all targets with an encounter charm power, it isn&apos;t expended." name="Mystery Given Form" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances necrotic="10" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="90"><Factor abbreviation="Con" modifier="+16" 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 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 17" modifier="+64" multiplied="4" multiplier="16" name="Level 17 Wizard" /></MaxHitPoints><BloodiedValue value="45"><Factor abbreviation="1/2 HP" modifier="+45" multiplied="90" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+6" name="Wizard" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.surgeValueToHitPoints(22);" value="22"><Factor abbreviation="1/4 HP" modifier="+22" multiplied="90" 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="6"><Factor modifier="+6" name="Eladrin" /></Speed><Initiative dice-class="dice1d20plus14Initiative" value="14"><Factor abbreviation="1/2 Level" modifier="+8" 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><Defense abbreviation="AC" name="Armor Class" value="34"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="Cloth Armor (Basic Clothing)" /><Factor modifier="+4" name="Armor of Resistance +4" /><Condition name="+2 Unarmored Agility" /><Condition name="+1 Staff of Defense" /><Condition name="+1 Rhythm Blade +3" /><Condition name="+2 Unarmored Agility" /><Condition name="+7 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Amulet of Protection +4" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /><Condition name="+1 Improved Staff of Defense" /></Defense><Defense abbreviation="Ref" name="Reflex" value="33"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Amulet of Protection +4" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /><Condition name="+1 Improved Staff of Defense" /><Condition name="+1 Rhythm Blade +3" /></Defense><Defense abbreviation="Will" name="Will" value="30"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Eladrin Will" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Amulet of Protection +4" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /><Condition name="+1 Improved Staff of Defense" /></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="18"><Factor modifier="+8" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="18"><Factor modifier="+8" 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="dice1d20plus10Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="10"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus26Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="26"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+6" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="7"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="-1" 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="+8" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+2" 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="+8" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="13"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+3" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus22History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="22"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="History Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+0" 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="+8" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="15"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="20"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+7" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="10"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" 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="+8" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="15"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><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="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Strength" modifier="-1" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="16"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus11Constitution" modifier="+3" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Dexterity" modifier="+2" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="24"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Eladrin" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus15Intelligence" modifier="+7" rollmodifier="+15" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Wisdom" modifier="+0" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="14"><Factor modifier="+11" name="Starting" /><Factor modifier="+2" name="Eladrin" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Charisma" modifier="+2" 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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /></AttackBonus><Damage dice-class="dice1d8plus3Damage" value="1d8+3"><Factor modifier="-1" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6987&amp;ftype=1" name="Rhythm Blade Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="-1" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4minus1Damage" value="1d4-1"><Factor modifier="-1" 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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6987&amp;ftype=1" name="Rhythm Blade Dagger +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></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="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="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="Standard Action" attacktype="Area burst 1 within 10" flavor="A horde of flesh-devouring sprites appears in your foes&apos; minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies&apos; maneuvers." isMore="" keywords="Arcane, Illusion, Implement, Psychic" level="1" name="Winged Horde" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Wizard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10137"><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 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
	Level 21: 2d6 psychic damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus0Damage" value="1d6+0" /></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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus23Attack" value="23"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="bonus - Mystery Given Form" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Mystery Given Form" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" 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 6 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 8 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 3 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 3 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="Free Action" attacktype="Personal" display-class="USAGE_UseVulnerability" flavor="You know the strengths and weaknesses of the creature you&apos;re facing." isMore="" keywords="Arcane" name="Use Vulnerability" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Scholar Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14137" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_UseVulnerability&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You succeed on a monster knowledge check against a monster that you can see or hear.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If your check result meets or exceeds the hard DC for the monster's level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
	If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_FeyStep" flavor="You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else." isMore="" keywords="Teleportation" name="Fey Step" packagename="Eladrin" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=3" powerusage="Encounter" source="Eladrin Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1449" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_FeyStep&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Teleport up to 5 squares.</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" display-class="USAGE_StaffofDefense" flavor="This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells." isMore="" keywords="Implement" name="Staff of Defense" packagename="Wizard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=9" powerusage="Encounter" source="Staff of Defense  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5595" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_StaffofDefense&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must wield your staff.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Personal" display-class="USAGE_WhisperingWind" flavor="You speak a message to the wind and let it carry your words to an audience you choose." isMore="" keywords="Arcane" name="Whispering Wind" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Wizard Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=16273" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_WhisperingWind&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You cause a breeze to carry a message of up to 25 words or a sound up to 6 seconds long to a place you choose. The destination must be within a number of miles equal to your Intelligence modifier and must be familiar to you, and it must be a location that the wind can reach. Once you complete the message or the sound, the wind travels at speed 5 (or 1 mile per hour) until it reaches the destination, where it conveys the message or the sound regardless of whether anyone hears it.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can have one whispering wind active at a time.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="Close blast 5" display-class="USAGE_FascinatingShadows" flavor="You create a dizzying array of images out of the shadows, lulling your enemies into drawing closer." isMore="" keywords="Arcane, Implement, Psychic, Shadow" name="Fascinating Shadows" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warlock Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=16349" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_FascinatingShadows&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One or two creatures in the blast</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier psychic damage, and you pull the target up to 2 squares. The first time the target attacks you before the end of your next turn, it takes psychic damage equal to your Intelligence modifier.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+2" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" type="Psychic" value="1d8+6"><Factor modifier="+2" name="Charisma modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+2" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus2Damage" type="Psychic" value="1d8+2"><Factor modifier="+2" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Free Action" attacktype="Close burst 5" display-class="USAGE_CloudSight" flavor="You draw power from the dying that allows you to exert your will over the minds of other creatures, confusing their perceptions." isMore="" keywords="Arcane, Shadow" name="Cloud Sight" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Warlock Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=16348" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_CloudSight&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You reduce a creature to 0 hit points, or an enemy adjacent to you drops to 0 hit points.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target takes a -5 penalty to attack rolls made against you until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per round.</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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus11Damage" value="1d6+11"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" value="1d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" display-class="USAGE_HekiahsTrance" flavor="Your foe becomes lost in your eyes, shuffling in the direction of your gaze." isMore="" keywords="Arcane, Charm, Implement, Psychic" level="11" name="Hekiah&apos;s Trance" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Entrancing Mystic Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5959" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_HekiahsTrance&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d8 + Charisma modifier psychic damage, and you slide the target a number of squares equal to your Charisma modifier. The target is slowed until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+2" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="bonus - Mystery Given Form" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" type="Psychic" value="1d8+6"><Factor modifier="+2" name="Charisma modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+2" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Mystery Given Form" /></AttackBonus><Damage dice-class="dice1d8plus2Damage" type="Psychic" value="1d8+2"><Factor modifier="+2" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_PrismaticBurst" flavor="You lob a fist-sized orb of pulsating white light among your enemies, blasting them with rays of multicolored light." isMore="" keywords="Arcane, Evocation, Implement, Radiant" level="13" name="Prismatic Burst" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1179" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_PrismaticBurst&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>3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Until the end of the target's next turn, creatures have partial concealment against the target.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice3d6plus11Damage" type="Radiant" value="3d6+11"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus7Damage" type="Radiant" value="3d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 1 within 10 squares" display-class="USAGE_MassCharm" flavor="Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies." isMore="" keywords="Arcane, Charm, Enchantment" level="17" name="Mass Charm" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Wizard Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12760" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_MassCharm&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You slide each target up to 5 squares. Each target then makes a melee basic attack against a creature of your choice as a free action.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice2d6plus11Damage" type="Psychic" value="2d6+11"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus7Damage" type="Psychic" value="2d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice1d6plus11Damage" type="Psychic" value="1d6+11"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" type="Psychic" value="1d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_GuardianBlades" flavor="Three spectral blades appear around you, floating in a ring that wards away your foes." isMore="" keywords="Arcane, Fear" level="2" name="Guardian Blades" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6900" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_GuardianBlades&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once per turn.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_Levitate" flavor="You rise off the ground a short distance." isMore="" keywords="Arcane" level="6" name="Levitate" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=32" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_Levitate&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You move up to 4 squares vertically and hover there until the end of your next turn. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. When the levitation ends, you descend to the ground without taking falling damage.</Description></PowerCardItem><PowerCardItem><Name>Sustain Move</Name><Description>You move up to 3 squares up or down or 1 square horizontally, and you hover there until the end of your next turn. You cannot go higher than 4 squares above the ground.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_FireShield" flavor="You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you." isMore="" keywords="Arcane, Fire" level="6" name="Fire Shield" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2835" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_FireShield&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" 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_FaceofDeath" flavor="You create a vision of the reaper of souls before your foes&apos; eyes, and they freeze in terror of their impending death." isMore="" keywords="Arcane, Fear, Illusion, Implement" level="9" name="Face of Death" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5807" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_FaceofDeath&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 (save ends).</Description></PowerCardItem><PowerCardItem><Name> First Failed Saving Throw</Name><Description>The target is helpless (save ends).</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>The target is slowed (save ends).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is immobilized (save ends).</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>The target is slowed (save ends).</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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><Power actiontype="Immediate Reaction" attacktype="Ranged 5" display-class="USAGE_ShroudofAdeptus" flavor="Your enemy moves to strike you, but you stare into its eyes and rob the creature of its will." isMore="" keywords="Arcane, Charm" level="12" name="Shroud of Adeptus" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Entrancing Mystic Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5960" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_ShroudofAdeptus&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy within 5 squares of you misses you with an attack</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering enemy</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target is dazed until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_BallLightning" flavor="A coruscating globe of lightning flashes forth and flies about, lashing out with tendrils of electricity." isMore="" keywords="Arcane, Conjuration, Evocation, Implement, Lightning" level="15" name="Ball Lightning" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2824" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_BallLightning&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a Medium ball of lightning that occupies 1 square within range, and the ball makes the following attack, which is a close burst 1. Each creature that starts its turn adjacent to the ball is slowed until the end of your next turn. Once per round, as a minor action, you can have the ball repeat its attack. As a move action, you can move the ball up to 10 squares. It can fly and hover. The ball lasts until the end of the encounter or until you dismiss it with a free action.</Description></PowerCardItem><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>3d6 + Intelligence modifier lightning damage.</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus22Attack" value="22"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="dice3d6plus11Damage" type="Lightning" value="3d6+11"><Factor modifier="+7" name="Intelligence modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Intelligence" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus7Damage" type="Lightning" value="3d6+7"><Factor modifier="+7" name="Intelligence modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Area burst 2 within 20 squares" display-class="USAGE_SlumberoftheWinterCourt" flavor="As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber." isMore="" keywords="Arcane, Charm, Enchantment, Implement" level="15" name="Slumber of the Winter Court" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Wizard Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12755" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_SlumberoftheWinterCourt&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 dazed and slowed (save ends both).</Description></PowerCardItem><PowerCardItem><Name> First Failed Saving Throw</Name><Description>The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>The target is slowed (save ends).</Description></PowerCardItem><PowerCardItem><Name>First Failed Saving Throw</Name><Description>The target instead falls unconscious (save ends).</Description></PowerCardItem><Weapon attackstat="Intelligence" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2923&amp;ftype=1" name="Earthroot Accurate staff +4" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus23Attack" value="23"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Staff Expertise" /><Factor modifier="+1" name="bonus - Mystery Given Form" /><Factor modifier="+1" name="Superior Implement bonus - Accurate staff" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Intelligence" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Intelligence modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+1" name="bonus - Mystery Given Form" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Ranged 5" display-class="USAGE_SummonDiamondFalcon" flavor="A great bird of prey with gleaming white feathers appears from a planar portal and whisks you or an ally to safety." isMore="" keywords="Arcane, Implement, Summoning" level="16" name="Summon Diamond Falcon" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Wizard Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4113" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_SummonDiamondFalcon&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You summon a Medium diamond falcon in an unoccupied square within range. The falcon has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the diamond falcon the following special command.</Description></PowerCardItem><PowerCardItem><Name> Move Action</Name><Description>The diamond falcon can carry you or one Medium or smaller ally that is adjacent to it when the falcon begins its move. The carried creature moves with the falcon and occupies its space; if the falcon provokes opportunity attacks, the attacker can target either the falcon or the carried creature. At the end of the falcon's move, the carried creature can either remain in the falcon's space (continuing to be carried) or land in a square adjacent to the falcon. A carried creature grants combat advantage and takes a &#8211;5 penalty to attack rolls.</Description></PowerCardItem></Power><Power actiontype="Immediate Reaction" attacktype="Close burst 10" display-class="USAGE_PracticedMentalDefense" flavor="Your experience with unnatural mental influences has taught you how to snap an ally back to his or her senses&#8212;mostly&#8212;with a word." isMore="" level="16" name="Practiced Mental Defense" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Dungeoneering Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12168" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;USAGE_PracticedMentalDefense&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An effect dominates or stuns an ally within 10 squares of you</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>The triggering ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The effect dazes the target, instead of dominating or stunning the target.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Dungeoneering.</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="Superior Implement Training (Accurate staff)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2624" /><Feat description="" name="Unarmored Agility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2626" /><Feat description="You gain a familiar" name="Arcane Familiar" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=738" /><Feat description="" name="Binding Initiate" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3633" /><Feat description="" name="Staff Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3151" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Spell Focus" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=169" /><Feat description="" name="Improved Initiative" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=272" /><Feat description="" name="Improved Staff of Defense" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1178" /><Feat description="" name="World Serpent&apos;s Grasp" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3528" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="84" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Dagger" equippedcount="1" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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"><Enhancement name="Rhythm Blade +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6987&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection4&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AmuletofProtection4" equippedcount="1" name="Amulet of Protection +4" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection4&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofProtection4?&apos;, displayClass:&apos;CUR_Item_AmuletofProtection4&apos;, text:&apos;How many AmuletofProtection4 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1050&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="Armor of Resistance +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1476&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_Accuratestaff&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Accuratestaff" equippedcount="1" name="Accurate staff" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_Accuratestaff&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Accuratestaff?&apos;, displayClass:&apos;CUR_Item_Accuratestaff&apos;, text:&apos;How many Accuratestaff should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Superior Implement" url="/characters/missingCompendium"><Enhancement name="Earthroot Staff +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2923&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_TravelersCamouflage&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersCamouflage" equippedcount="0" name="Traveler&apos;s Camouflage" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_TravelersCamouflage&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersCamouflage?&apos;, displayClass:&apos;CUR_Item_TravelersCamouflage&apos;, text:&apos;How many TravelersCamouflage should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=291" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_LesserRingofFeatherFall&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LesserRingofFeatherFall" equippedcount="0" name="Lesser Ring of Feather Fall" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_LesserRingofFeatherFall&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LesserRingofFeatherFall?&apos;, displayClass:&apos;CUR_Item_LesserRingofFeatherFall&apos;, text:&apos;How many LesserRingofFeatherFall should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149614.12&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_CreateTeleportationCircle&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CreateTeleportationCircle" equippedcount="0" name="Create Teleportation Circle" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_CreateTeleportationCircle&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CreateTeleportationCircle?&apos;, displayClass:&apos;CUR_Item_CreateTeleportationCircle&apos;, text:&apos;How many CreateTeleportationCircle should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=170" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_SolaceBole&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SolaceBole" equippedcount="0" name="Solace Bole" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_SolaceBole&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SolaceBole?&apos;, displayClass:&apos;CUR_Item_SolaceBole&apos;, text:&apos;How many SolaceBole should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=236" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_LinkedPortal&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LinkedPortal" equippedcount="0" name="Linked Portal" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_LinkedPortal&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LinkedPortal?&apos;, displayClass:&apos;CUR_Item_LinkedPortal&apos;, text:&apos;How many LinkedPortal should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=2" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AnalyzePortal&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AnalyzePortal" equippedcount="0" name="Analyze Portal" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AnalyzePortal&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AnalyzePortal?&apos;, displayClass:&apos;CUR_Item_AnalyzePortal&apos;, text:&apos;How many AnalyzePortal should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=76" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_UndeadWard&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_UndeadWard" equippedcount="0" name="Undead Ward" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_UndeadWard&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last UndeadWard?&apos;, displayClass:&apos;CUR_Item_UndeadWard&apos;, text:&apos;How many UndeadWard should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=186" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_Knock&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Knock" equippedcount="0" name="Knock" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_Knock&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Knock?&apos;, displayClass:&apos;CUR_Item_Knock&apos;, text:&apos;How many Knock should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=22" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_AmuletofProtection2" equippedcount="-1" name="Amulet of Protection +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_AmuletofProtection2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofProtection2?&apos;, displayClass:&apos;CUR_Item_AmuletofProtection2&apos;, text:&apos;How many AmuletofProtection2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1048&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_ClothArmorBasicClothing" equippedcount="-1" name="Cloth Armor (Basic Clothing)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj8yYwEDA.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" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Draconic" /><Language name="Common" /><Language name="Elven" /><Language name="Dwarven" /><Language name="Deep Speech" /><Language name="Giant" /><Language name="Goblin" /><Language name="Primordial" /><Language name="Supernal" /><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" /><Proficiency name="Rod" source="Wizard" /><Proficiency name="Wand" source="Wizard" /></ProficiencyGroup><Proficiency name="Longsword" source="Eladrin Weapon Proficiency" /><Proficiency name="Dagger" source="Wizard" /><Proficiency name="Quarterstaff" source="Wizard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Wizard" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>