<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.34</Version>
    <Filename>17-wizard.part</Filename>
    <PartAddress>http://cbloader.com/sorted/17-wizard.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/17-wizard.txt</VersionAddress>
  </UpdateInfo>
  <!-- Wizard -->
  <!-- 17-wizard.part, version 1.34 -->
  <!-- Original release: 13-July-2011; Last modified: 3-March-2012 -->
  <!-- Test compiled with CBLoader build V1.3.0 -->
  <!-- This part file belongs to the July 2011 reorganization of data files. -->
  <!-- Special thanks to the entire community for handling the materials. -->
<Changelog>
 Updated 13-July-2011 File released.
 Updated 01-August-2011 Moved main class from Dark Sun part file..
 Updated 04-August-2011 Bladesinger Promo.
 Updated 07-August-2011 Fixed Energy Devourer and Arcane Recall from Showing up when selecting a higher level Daily Power.
 Updated 10-August-2011 Bladesinger Updated, Arcanist Playtest Material Added.
 Updated 12-August-2011 Spellstorm Mage Extra Damage Action Bug fixed, due to Arcanist update.
 Updated 14-August-2011 Icy Rays typo fix.
 Updated 18-August-2011 Slimy Transmutation fixes, Instinctive Attack fix.
 Updated 18-August-2011 Suppression of Mage Class Features that simply give powers.
 Updated 25-August-2011 Updated the Blade magic titles.
 Updated 25-August-2011 Bladesinger Paragon Path added.
 Updated 28-August-2011 Visions of Avarice fixed to show attack bonus.
 Updated 28-August-2011 Mage Class edited to be compatible with Renegade Red Wizard Theme.
 Updated 29-August-2011 Minor fixes to Visions of Avarice Attack, and Mirage Arcana.  Prismatic Beams and Prismatic Spray formatting change to better utilize the Character Builder.
 Updated 02-September-2011 Fix to Prismatic Beams power, spook and suggestion are now grouped as mage cantrips.
 Updated 20-September-2011 Updated Keywords as per the Wizard Schools pdf.
 Updated 19-October-2011 Changed At-Will (Special) to At-Will on Line 4828
 Updated 16-November-2011 Added Subclass Witch from Heroes of the Feywild
 Updated 17-November-2011 Updated Witch from Heroes of the Feywild
 Updated 25-December-2011 Legendary Witch Re-coded to include missing spells.
 Updated 26-December-2011 Gnome race fix for Ghost Sound (sub-class side).
 Updated 07-January-2012 Signature Spell conflict fix.
 Updated 28-February-2012 WotC Updates
 Updated 1-March-2012 Added the Heroes of the Elemental Chaos Sha'ir Class with powers
 Updated 3-March-2012 Updated Summon Invisible Stalker to add card
</Changelog>
  
  <!-- Wizard Feature Updates -->
  <RulesElement name="Wizard" type="Class" internal-id="ID_FMP_CLASS_9" source="Player's Handbook" revision-date="8/27/2010 12:40:14 PM">
    <Flavor> “I am the fire that burns, the choking fog, the storm that rains devastation on our foes.” </Flavor>
    <specific name="Key Abilities"> Intelligence, Wisdom, Dexterity </specific>
    <specific name="Implements"> Orbs, staffs, wands, tomes </specific>
    <specific name="Armor Proficiencies"> Cloth </specific>
    <specific name="Weapon Proficiencies"> Dagger, quarterstaff </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 10+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 4 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) </specific>
    <specific name="Build Options"> Control Wizard, Illusionist Wizard, Summoner Wizard, War Wizard </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Arcane Implement Mastery, Cantrips, Ritual Casting, Spellbook </specific>
    <specific name="Role"> Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire. </specific>
    <specific name="Power Source"> Arcane. You channel arcane forces through extensive study, hidden knowledge, and intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you. </specific>
    <specific name="Creating"> Wizards have a range of powers, but tend to specialize in one of two character builds: control wizard or war wizard. Every wizard relies on Intelligence for attack powers, and secondarily on Wisdom, Dexterity, and sometimes Constitution. </specific>
    <specific name="Class Features"> You have the following class features. </specific>
    <specific name="Supplemental"> WIZARDS AND RITUALS
A wizard's spells are potent in combat and useful in a variety of challenge encounters and other situations, but the wizard is also the undisputed master of magical rituals.
	As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them in the course of your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places. </specific>
    <specific name="Implement"> Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class Features”). Without an implement, a wizard can still use his or her powers. A wizard wielding a magic orb, staff, or wand can add its enhancement bonus to attack rolls and damage rolls of wizard powers, as well as wizard paragon path powers, that have the implement keyword. </specific>
    <specific name="Powers"> Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is. </specific>
    <specific name="Power Name"> Spells </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="_SecondaryPowerSourceElement" />
    <specific name="Secondary Abilities" />
    <specific name="Hybrid Talent Options" />
    <specific name="Short Description"> You tap the raw arcane power of the cosmos, bending reality to your will with your focus. </specific>
    <specific name="_ParentClass" />
    <specific name="Trait Package" />
    <rules>
      <grant name="ID_INTERNAL_GRANTS_WIZARD" type="Grants" />
      <select type="Power" number="2" Category="$$CLASS,at-will,1" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_9" />
      <statadd name="_LEVEL-ONE-HPS" value="+10" />
      <statadd name="_PER-LEVEL-HPS" value="+4" />
      <statadd name="Healing Surges" value="+6" />
      <select type="Build" number="1" Category="$$CLASS" optional="true" />
      <statadd name="Will Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_9" />
    </rules>
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords.
	Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master's spellbooks, an eladrin upholding the magical tradition of your race, or even a power-hungry student of magic who might do anything to learn a new spell.
	A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?
   </RulesElement>
  <RulesElement name="Paper Secrets" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2108" source="Dragon Magazine 380" revision-date="10/5/2010 1:47:05 PM">
    <Category> 11 </Category>
    <specific name="Short Description" />
    <specific name="Level"> 11 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,15" spellbook="Power Daily 15" Level="15" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,15" Level="15" Prepare="ID_FMP_CLASS_9" requires="Mage" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,19" spellbook="Power Daily 19" Level="19" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,19" Level="19" Prepare="ID_FMP_CLASS_9" requires="Mage" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,25" spellbook="Power Daily 25" Level="25" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,25" Level="25" Prepare="ID_FMP_CLASS_9" requires="Mage" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,29" spellbook="Power Daily 29" Level="29" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,29" Level="29" Prepare="ID_FMP_CLASS_9" requires="Mage" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,16" spellbook="Power Utility 16" Level="16" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,16" Level="16" Prepare="ID_FMP_CLASS_9" requires="Mage" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,22" spellbook="Power Utility 22" Level="22" Prepare="ID_FMP_CLASS_9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,22" Level="22" Prepare="ID_FMP_CLASS_9" requires="Mage" />
    </rules>
Each time you gain a new level of daily wizard attack spells or wizard utility spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This stacks with other feats and abilities that increase the number of spells in your spellbook.
</RulesElement>
  <!-- Mage sub-class -->
  <RulesElement name="Mage" type="Class" internal-id="ID_FMP_CLASS_722" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 5:28:57 PM">
    <specific name="Key Abilities"> Intelligence, Constitution, Wisdom, Charisma </specific>
    <specific name="Implements"> Orbs, staffs, wands </specific>
    <specific name="Armor Proficiencies"> Cloth </specific>
    <specific name="Weapon Proficiencies"> Dagger, quarterstaff </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 10+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 4 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Level 1 Apprentice Mage, Level 1 Mage Daily Powers, Level 1 Mage Encounter Powers, Mage At-Will Powers, Mage Cantrips, Mage's Spellbook, Magic Missile, Level 2 Mage Utility Powers, Level 3 Mage Encounter Powers, Level 4 Apprentice Mage, Level 5 Expert Mage, Level 5 Mage Daily Powers, Level 6 Mage Utility Powers, Level 7 Mage Encounter Powers, Level 8 Expert Mage, Level 9 Mage Daily Powers, Level 10 Mage Utility Powers, Master Mage, Level 13 Mage Encounter Powers, Level 15 Mage Daily Powers, Level 16 Mage Utility Powers, Level 17 Mage Encounter Powers, Level 19 Mage Daily Powers, Master of Lore, Level 22 Mage Utility Powers, Level 23 Mage Encounter Powers, Master of Spells, Level 25 Mage Daily Powers, Level 27 Mage Encounter Powers, Level 29 Mage Daily Powers </specific>
    <specific name="Role"> Controller. You are a master of the mystic arts, capable of bending your enemies to your will, reshaping perception, or summoning devastating elemental power. </specific>
    <specific name="Power Source"> Arcane. You channel arcane forces through extensive studdy, hidden knowledge, and intricate preperation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="Short Description"> You have mastered a school of magic, manipulating energy to reshape the world. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_9 </specific>
    <specific name="Trait Package"> Enchantment School, Evocation School, Illusion School, Pyromancy School </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_MAGE" type="Grants" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_9 (ID_FMP_CLASS_722)" />
      <statadd name="_LEVEL-ONE-HPS" value="+10" />
      <statadd name="_PER-LEVEL-HPS" value="+4" />
      <statadd name="Healing Surges" value="+6" />
      <statadd name="Will Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_722" />
    </rules>
A mage is a specialized wizard, a spellcaster who focuses on the tenets of a particular school of magic. This specialization makes each mage distinctive. After all, a mage who casts evocation spells presents a very different picture to the world from a mage who has mastered the art of illusion or enchantment.
	Mages tend to approach arcane magic with a more scholarly bent than other wizards, and that's saying a lot. Don't expect to find adventuring mages hidden away in dusty towers, however. They hit the ground running, ready to explore every dungeon and ancient ruin in search of lore and knowledge that will increase their understanding of everything arcane-and thereby increase their personal power.
	The ancient traditions of the schools have been handed down since the first mortals began to dabble in arcane magic. What started as techniques and methods of training between masters and apprentices eventually became more institutionalized, and eventually actual academies of arcane study sprang up in the world and even among the eladrin of the Feywild. In time, single towers devoted to a single arcane discipline gave way to grand academies where illusion magic was taught alongside evocation magic.
	Today, where and how arcane magic is taught depends on where you happen to be. On the borderlands, in places such as Fallcrest, solitary mages pass on their knowledge to one or two apprentices at a time. In larger settlements, such as the city of Nera, academies are dedicated to the training of mages in all of the schools of magic.
</RulesElement>
  <RulesElement name="Mage" type="Grants" internal-id="ID_INTERNAL_GRANTS_MAGE" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_722 </specific>
    <rules>
      <grant name="ID_FMP_ROLE_1" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" type="Proficiency" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_ARCANA" type="Skill Training" />
      <grant name="ID_FMP_CLASS_FEATURE_2867" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3039" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3040" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3038" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_2868" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_2870" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3037" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_3041" type="Class Feature" Level="2" />
      <grant name="ID_FMP_CLASS_FEATURE_3042" type="Class Feature" Level="3" />
      <grant name="ID_FMP_CLASS_FEATURE_3043" type="Class Feature" Level="4" />
      <grant name="ID_FMP_CLASS_FEATURE_2871" type="Class Feature" Level="5" />
      <grant name="ID_FMP_CLASS_FEATURE_3047" type="Class Feature" Level="5" />
      <grant name="ID_FMP_CLASS_FEATURE_3048" type="Class Feature" Level="6" />
      <grant name="ID_FMP_CLASS_FEATURE_3049" type="Class Feature" Level="7" />
      <grant name="ID_FMP_CLASS_FEATURE_3050" type="Class Feature" Level="8" />
      <grant name="ID_FMP_CLASS_FEATURE_3054" type="Class Feature" Level="9" />
      <grant name="ID_FMP_CLASS_FEATURE_3055" type="Class Feature" Level="10" />
      <grant name="ID_FMP_CLASS_FEATURE_2872" type="Class Feature" Level="10" />
      <grant name="ID_FMP_CLASS_FEATURE_3056" type="Class Feature" Level="13" />
      <grant name="ID_FMP_CLASS_FEATURE_3057" type="Class Feature" Level="15" />
      <grant name="ID_FMP_CLASS_FEATURE_3058" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_3059" type="Class Feature" Level="17" />
      <grant name="ID_FMP_CLASS_FEATURE_3060" type="Class Feature" Level="19" />
      <grant name="ID_FMP_CLASS_FEATURE_2805" type="Class Feature" Level="21" />
      <grant name="ID_FMP_CLASS_FEATURE_3061" type="Class Feature" Level="22" />
      <grant name="ID_FMP_CLASS_FEATURE_3062" type="Class Feature" Level="23" />
      <grant name="ID_FMP_CLASS_FEATURE_2806" type="Class Feature" Level="24" />
      <grant name="ID_FMP_CLASS_FEATURE_3063" type="Class Feature" Level="25" />
      <grant name="ID_FMP_CLASS_FEATURE_3064" type="Class Feature" Level="27" />
      <grant name="ID_FMP_CLASS_FEATURE_3065" type="Class Feature" Level="29" />
      <grant name="ID_INTERNAL_GRANTS_MAGE_IMPLEMENTS" type="Grants" />
      <grant name="ID_INTERNAL_INTERNAL_ESSENTIALS_CLASS" type="Internal" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_MAGE" type="CountsAsClass" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_WIZARD" type="CountsAsClass" />
    </rules>
  </RulesElement>
  <RulesElement name="Mage Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_MAGE_IMPLEMENTS" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_722 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ORB)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" type="Proficiency" />
    </rules>
  </RulesElement>
  <RulesElement name="Mage" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_MAGE" source="Player Essentials: Heroes of the Fallen Lands">
    <specific name="_SupportsID"> ID_FMP_CLASS_722 </specific>
You count as a mage for meeting prerequisites.
</RulesElement>
  <RulesElement name="Level 1 Apprentice Mage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2867" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> Mages are widely known as generalists among wizards, learning spells from various schools to suit their needs and whims. However, even mages understand the benefit derived from specialized study. </Flavor>
    <specific name="Short Description"> You gain the Apprentice Mage benefit associated with your chosen school. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2867" />
    </rules>
Choose a school of magic. You gain the Apprentice Mage benefit associated with that school.
</RulesElement>
  <RulesElement name="Enchantment Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2878" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> By focusing on the study of enchantment magic, you learn to achieve more control over your enemies. </Flavor>
    <specific name="Short Description"> +2 to allowed maximum distance of forced movement from arcane enchantment powers' pulls, pushes, or slides </specific>
    <specific name="Level"> 1 </specific>
When one of your arcane enchantment powers allows you to pull, push, or slide a creature, the maximum distance of the forced movement increases by 2 squares.
</RulesElement>
  <RulesElement name="Evocation Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2810" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> Any mage can cast evocation spells to wield unmatched power on the battlefield. However, as a specialized apprentice, you learn how to wring all possible destructive power from your attacks. </Flavor>
    <specific name="Short Description"> If any dice show a result of 1 on an arcane evocation power's damage roll, reroll one of those dice, use new result </specific>
    <specific name="Level"> 1 </specific>
When you roll damage for an arcane evocation power, if any of the dice come up with a result of 1, pick one of them, reroll it, and use the new result.
</RulesElement>
  <RulesElement name="Illusion Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2814" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> Any mage can make use of illusion magic, but your specific focus lends potency to the spells you cast. A creature caught up in your illusion remains rattled even after the magic is done, unable to focus past its terror or confusion as it makes its counterattack. </Flavor>
    <specific name="Short Description"> Target hit w/ arcane illusion power takes a -2 penalty to next attack roll it makes vs. you before your next turn's end </specific>
    <specific name="Level"> 1 </specific>
When you hit a target with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against you before the end of your next turn.
</RulesElement>
  <RulesElement name="Pyromancy Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3217" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> Fire roars through your soul just as it courses through your magic. The fire you tap in to burns hotter than any source found in the world or even on the planes. </Flavor>
    <specific name="Short Description"> +1/2/3 (by tier) to damage rolls with arcane fire attacks.  Your attacks ignore fire resistance. </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <statadd name="Pyrodamage" value="+1" />
      <statadd name="Pyrodamage" value="+1" requires="11 level" />
      <statadd name="Pyrodamage" value="+1" requires="21 level" />
      <statadd name="arcane,fire:damage" value="+Pyrodamage" />
    </rules>
You gain a +1 bonus to damage rolls with arcane fire attacks. This bonus increases to +2 at 11th level and +3 at 21st level. Additionally, your attacks ignore fire resistance.
</RulesElement>
  <RulesElement name="Necromancy Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3741" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> Death stalks your enemies and grants false life to you. You gain a short-lived resilience when you strike. </Flavor>
    <specific name="Short Description"> Hit at least one target with an arcane necromancy attack power: gain 2 temporary hit points </specific>
    <specific name="Level"> 1 </specific>
When you hit at least one target with an arcane necromancy attack power, you gain 2 temporary hit points.
</RulesElement>
  <RulesElement name="Nethermancy Apprentice" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3747" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> ID_FMP_CLASS_FEATURE_2867,1 </Category>
    <Flavor> Darkness serves at your command. Your spells fog your enemies' senses with shadow. </Flavor>
    <specific name="Short Description"> Hit with an arcane nethermancy attack: until your next turn ends, the target treats enemies more than 2 sq away as having partial concealment </specific>
    <specific name="Level"> 1 </specific>
Creatures hit by your arcane nethermancy attack powers treat enemies more than 2 squares away from them as having partial concealment until the end of your next turn.
</RulesElement>
  <RulesElement name="Level 1 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3039" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,1" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,1" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 1 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3040" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> Your most potent spells drain you each time they are channeled and released. These are your daily attack powers-arcane magic so devastating that only an extended rest can replenish it. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_DAILY,1" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_DAILY,1" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 1 Mage At-Will Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3038" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon. </Flavor>
    <specific name="Short Description"> Choose two at-will powers </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="2" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_AT-WILL,1" />
    </rules>
You gain two at-will powers of your choice.
</RulesElement>
  <RulesElement name="Mage's Spellbook" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2868" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <Flavor> A spellbook is the heart of a mage's power. Your spellbook holds the spells you know and gives you unrivaled versatility. Whenever you learn a wizard power or wizard paragon path power, it goes into your spellbook. </Flavor>
    <specific name="Short Description"> Gain mage's spellbook </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <grant name="ID_FMP_POWER_MAGES_SPELLBOOK" type="Power" />
    </rules>

At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day.
	Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one power of any given level on the same day. For example, a 14th-level mage who has taken the enigmatic mage paragon path can prepare four encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare four powers from any of the levels, as long as none of the prepared powers are of the same level.

SPELLS PREPARED PER DAY
&lt;table&gt;Level	Encounter	Daily	Utility
   1	1	1	0
   2	1	1	1
  3-4	2	1	1
   5	2	2	1
   6	2	2	2
  7-8	3	2	2
   9	3	3	2
 10-15	3	3	3
 16-21	3	3	4
 22-30	3	3	5&lt;/table&gt;
•Certain wizard paragon paths, such as the enigmatic mage, allow you to prepare one additional spell per day in certain cases.
</RulesElement>
  <RulesElement name="Mage's Spellbook" type="Power" internal-id="ID_FMP_POWER_MAGES_SPELLBOOK" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:29:38 PM">
    <Category> 1 </Category>
    <Flavor> At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Mage Spellbook </specific>
    <specific name="Keywords" />
    <specific name="Spellbook"> 
&lt;table&gt;Level	Encounter	Daily	Utility
   1            1           1         0
   2            1           1         1
  3-4          2           1         1
   5            2           2         1
   6            2           2         2
  7-8          3           2         2
   9            3           3         2
 10-15        3           3         3
 16-21        3           3         4
 22-30        3           3         5&lt;/table&gt;
 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type" />
    <specific name="_Subclasses" />
At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook.
</RulesElement>
  <RulesElement name="Mage Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2870" source="Player Essentials: Heroes of the Fallen Lands" revision-date="3/9/2011 7:00:00 PM">
    <Category> 1 </Category>
    <Flavor> The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. </Flavor>
    <specific name="Short Description"> Choose three cantrips. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970 </specific>
    <specific name="_CS_ShortDescription"> Choose three cantrips </specific>
    <rules>
      <modify name="ID_FMP_POWER_12731" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
	  <modify name="ID_FMP_POWER_13970" type="Power" Field="Power Type" value="Utility" />
	  <modify name="ID_FMP_POWER_13971" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
      <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
      <select type="Power" number="3" Category="ID_FMP_CLASS_FEATURE_2870" />
    </rules>
You gain three of the following powers of your choice.
</RulesElement>
  <RulesElement name="Magic Missile" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3037" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 1 </Category>
    <specific name="Short Description"> Gain the magic missile power. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_463 </specific>
    <specific name="type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_463 </specific>
    <specific name="_CS_ShortDescription"> Gain the magic missile power </specific>
    <rules>
      <grant name="ID_FMP_POWER_463" type="Power" />
    </rules>
You gain the magic missile power.
</RulesElement>
  <RulesElement name="Level 2 Mage Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3041" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 2 </Category>
    <Flavor> Success in battle is seldom a matter of unlimited offense. Your utility spells unleash no deadly power against your foes. However, the boons they grant can easily tip the balance of combat in your favor. </Flavor>
    <specific name="Short Description"> Add two utility powers to your spellbook. </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 2 </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,2" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,2" Level="2" />
    </rules>
You add two of the following powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 3 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3042" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 3 </Category>
    <Flavor> Every adventure you undertake grants you greater insight into your arcane power, expanding the scope and range of your encounter attack powers. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 3 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,3" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,3" Level="3" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 4 Apprentice Mage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3043" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 4 </Category>
    <Flavor> As a mage, you prefer a breadth of study to specialized expertise. </Flavor>
    <specific name="Short Description"> Gain Apprentice Mage benefit for a second school of magic </specific>
    <specific name="Level"> 4 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2867" requires="!ID_FMP_CLASS_FEATURE_3938" />
	  <select type="Class Feature" number="1" Category="ID_DRU_CLASS_FEATURE_002" requires="ID_FMP_CLASS_FEATURE_3938" />
    </rules>
Choose a school of magic different from the one you chose at 1st level. You gain the Apprentice Mage benefit associated with your second school.
</RulesElement>
  <RulesElement name="Level 5 Expert Mage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2871" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 5 </Category>
    <Flavor> Your focus on a specific school of magic grants you benefits beyond your spellcasting prowess. </Flavor>
    <specific name="Short Description"> Gain Expert Mage </specific>
    <specific name="Level"> 5 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2871" />
    </rules>
Choose one of the schools of magic for which you have the Apprentice Mage benefit. You gain the Expert Mage benefit associated with the chosen school.
</RulesElement>
  <RulesElement name="Enchantment Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2807" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Enchantment Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> Your study of enchantment gives you the ability to inflect your words with magic, enhancing your powers of persuasion. </Flavor>
    <specific name="Short Description"> +2 bonus to Bluff checks and Diplomacy checks. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" />
      <statadd name="Diplomacy Misc" value="+2" />
    </rules>
You gain a +2 bonus to Bluff checks and Diplomacy checks.
</RulesElement>
  <RulesElement name="Evocation Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2811" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Evocation Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> The destructive power of your magic imbues you with an intensity that your enemies can sense. At the same time, your focus on the raw power of evocation enhances your stamina, making you tougher than those foes would ever suspect. </Flavor>
    <specific name="Short Description"> You gain a +2 bonus to Endurance checks and Intimidate checks. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Endurance Misc" value="+2" />
      <statadd name="Intimidate Misc" value="+2" />
    </rules>
You gain a +2 bonus to Endurance checks and Intimidate checks.
</RulesElement>
  <RulesElement name="Illusion Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2815" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Illusion Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> As a specialist in illusion magic, you subtly channel the power of your art to cloak your own movements and intentions. </Flavor>
    <specific name="Short Description"> You gain a +2 bonus to Bluff checks and Stealth checks. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" />
      <statadd name="Stealth Misc" value="+2" />
    </rules>
You gain a +2 bonus to Bluff checks and Stealth checks.
</RulesElement>
  <RulesElement name="Pyromancy Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3218" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Pyromancy Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> When confronting others, you make it plain that your control over your power decreases as your anger increases. Whether your threat is genuine or a mere bluff, only you can say for sure. </Flavor>
    <specific name="Short Description"> +2 to Bluff checks and Intimidate checks. </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" />
      <statadd name="Intimidate Misc" value="+2" />
    </rules>
You gain a +2 bonus to Bluff checks and Intimidate checks.
</RulesElement>
  <RulesElement name="Necromancy Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3742" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Prereqs> Necromancy Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> Extensive study into necromantic lore rewards you with unnatural vitality. You boast strength and endurance odd for someone of such sickly pallor or gaunt frame. </Flavor>
    <specific name="Short Description"> Gain a +2 bonus to Athletics checks and Endurance checks </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" />
      <statadd name="Endurance Misc" value="+2" />
    </rules>
You gain a +2 bonus to Athletics checks and Endurance checks.
</RulesElement>
  <RulesElement name="Nethermancy Expert" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3748" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Prereqs> Nethermancy Apprentice </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2871,5 </Category>
    <Flavor> Shadows crawl and writhe around you, forming a shifting tapestry of grotesque shapes. These shadows mask your presence and give you an edge when facing down a foe. </Flavor>
    <specific name="Short Description"> Gain a +2 bonus to Intimidate checks and Stealth checks </specific>
	<specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 5 </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" />
      <statadd name="Stealth Misc" value="+2" />
    </rules>
You gain a +2 bonus to Intimidate checks and Stealth checks.
</RulesElement>
  <RulesElement name="Level 5 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3047" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 5 </Category>
    <Flavor> As you ascend through the heroic tier, you add to the repertoire of your most potent daily attack powers. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 5 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,5" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,5" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 6 Mage Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3048" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 6 </Category>
    <Flavor> Even as your combat magic steadily improves, your repertoire of utility powers grants you increased effectiveness both in and out of combat. </Flavor>
    <specific name="Short Description"> Add two utility powers to your spellbook. </specific>
    <specific name="Level"> 6 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,6" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,6" />
    </rules>
You add two utility powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 7 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3049" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 7 </Category>
    <Flavor> Whether enchantment, evocation, or illusion is your focus, your mastery of battle magic continues to improve. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 7 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,7" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,7" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 8 Expert Mage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3050" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 8 </Category>
    <Flavor> The magic of your chosen schools continues to hone and shape your expertise with skills. </Flavor>
    <specific name="Short Description"> Expert Mage benefit, associated with the second school of magic for which you have the Apprentice Mage benefit </specific>
    <specific name="Level"> 8 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2871" requires="!ID_FMP_CLASS_FEATURE_3940" />
	  <select type="Class Feature" number="1" Category="ID_DRU_CLASS_FEATURE_003" requires="ID_FMP_CLASS_FEATURE_3940" />
    </rules>
You gain the Expert Mage benefit associated with the second school of magic for which you have the Apprentice Mage benefit.
</RulesElement>
  <RulesElement name="Level 9 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3054" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 9 </Category>
    <Flavor> As you near the apex of the heroic tier, the magical attacks you master become more powerful than you could have ever dreamed. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 9 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,9" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,9" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 10 Mage Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3055" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 10 </Category>
    <Flavor> You shape the most powerful magic of the heroic tier, channeling power that lets you and your allies own the battlefield. </Flavor>
    <specific name="Short Description"> Add two utility powers to your spellbook. </specific>
    <specific name="Level"> 10 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,10" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,10" />
    </rules>
You add two utility powers to your spellbook.
</RulesElement>
  <RulesElement name="Master Mage" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2872" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 10 </Category>
    <Flavor> At the height of the heroic tier, your refined knowledge of magic grants additional power to spells of a chosen school. </Flavor>
    <specific name="Short Description"> Gain Master Mage </specific>
    <specific name="Level"> 10 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2872" />
    </rules>
Choose one of the schools of magic for which you have the Expert Mage benefit. You gain the Master Mage benefit associated with the chosen school.
</RulesElement>
  <RulesElement name="Enchantment Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2808" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Enchantment Expert </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> As you master the initial secrets of enchantment magic, you learn to invoke a deadly rage in the minds you manipulate. </Flavor>
    <specific name="Short Description"> When your arcane enchantment powers force a creature to attack, it gains +2 bonus to the attack roll. </specific>
    <specific name="Level"> 10 </specific>
When one of your arcane enchantment powers forces a creature to make an attack, that creature gains a +2 power bonus to the attack roll.
</RulesElement>
  <RulesElement name="Evocation Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2812" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Evocation Expert  </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> Throughout the heroic tier, you have honed and shaped your mastery of evocation magic in battle after battle. Now, the energy imbued within your spells can overcome the defenses of even the most formidable foes. </Flavor>
    <specific name="Short Description"> Arcane evocation powers that deal one or more damage types ignore target's resistance to any of those types </specific>
    <specific name="Level"> 10 </specific>
When you use an arcane evocation power that deals one or more specific types of damage, you ignore a target's resistance to any of those types of damage. You do not ignore any immunities the target might have.
</RulesElement>
  <RulesElement name="Illusion Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2816" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Illusion Expert </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> As you near the end of the heroic tier, your illusions take on a deadly realism that rattles your foes. Even an enemy that sees through your deception is wracked by doubt and fear that ruins its defenses for a critical moment. </Flavor>
    <specific name="Short Description"> Arcane illusion power hits/misses: target grants combat advantage for next attack (before the end of your next turn) </specific>
    <specific name="Level"> 10 </specific>
When you hit or miss a target using an arcane illusion power, the target grants combat advantage for the next attack made against it before the end of your next turn.
</RulesElement>
  <RulesElement name="Pyromancy Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3219" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Prereqs> Pyromancy Expert </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> Your spells ignite the ground, spreading flames and consuming your enemies even if they are fortunate enough to dodge your attacks. </Flavor>
    <specific name="Short Description"> Area, close arcane fire powers become zones until next turn's end. Deal Con mod fire damage to creatures ending their turn in the zone. </specific>
    <specific name="Level"> 10 </specific>
When you use an area or close arcane fire attack power that is not already a zone, the area of the attack becomes a zone that lasts until the end of your next turn. Creatures that end their turns within the zone take fire damage equal to your Constitution modifier.
</RulesElement>
  <RulesElement name="Necromancy Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3743" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Prereqs> Necromancy Expert </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> Your concentration on necromantic power increases the potency of your necrotic attacks. They bite deeply, ignoring attempts to blunt them. </Flavor>
    <specific name="Short Description"> Your arcane necromancy attack powers ignore necrotic resistance </specific>
    <specific name="Level"> 10 </specific>
Your arcane necromancy attack powers ignore necrotic resistance.
</RulesElement>
  <RulesElement name="Nethermancy Master" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3749" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Prereqs> Nethermancy Expert </Prereqs>
    <Category> ID_FMP_CLASS_FEATURE_2872,10 </Category>
    <Flavor> Darkness sustains you, granting your spells greater potency when you are in shadows. </Flavor>
    <specific name="Short Description"> While you have any concealment against a creature, you have combat advantage against it </specific>
    <specific name="Level"> 10 </specific>
While you have any concealment against a creature, you have combat advantage against it.
</RulesElement>
  <RulesElement name="Level 13 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3056" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 13 </Category>
    <Flavor> The power of the paragon tier exceeds anything you have wielded before, but you are up to the challenge. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 13 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,13" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,13" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 15 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3057" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 15 </Category>
    <Flavor> As the challenges you face grow ever more dangerous, you respond by mastering increasingly powerful arcane attacks. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 15 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,15" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,15" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 16 Mage Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3058" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 16 </Category>
    <Flavor> Your study of utility magic lets you supplement your increasingly powerful combat spells, granting you the ability to subtly control any battle or encounter. </Flavor>
    <specific name="Short Description"> Add two utility powers to your spellbook. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,16" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,16" />
    </rules>
You add two utility powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 17 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3059" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 17 </Category>
    <Flavor> As you push closer to the epic tier, your arsenal of combat spells improves once more. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 17 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,17" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,17" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 19 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3060" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 19 </Category>
    <Flavor> The most potent magic of the paragon tier is yours to control, letting you unleash unparalleled devastation on the battlefield. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 19 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,19" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,19" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Master of Lore" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2805" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 21 </Category>
    <Flavor> Long years of studying magic have sharpened your knowledge of all other fields. </Flavor>
    <specific name="Short Description"> +3 to Arcana, Dungeoneering, History, Nature, and Religion checks. </specific>
    <specific name="Level"> 21 </specific>
    <rules>
      <statadd name="Arcana Misc" value="+3" />
      <statadd name="Dungeoneering Misc" value="+3" />
      <statadd name="History Misc" value="+3" />
      <statadd name="Nature Misc" value="+3" />
      <statadd name="Religion Misc" value="+3" />
    </rules>
You gain a +3 bonus to Arcana checks, Dungeoneering checks, History checks, Nature checks, and Religion checks.
</RulesElement>
  <RulesElement name="Level 22 Mage Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3061" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 22 </Category>
    <Flavor> You have attained the epic tier, studying and mastering the magic of the gods themselves. </Flavor>
    <specific name="Short Description"> Add two utility powers to your spellbook. </specific>
    <specific name="Level"> 22 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,22" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_UTILITY,22" />
    </rules>
You add two utility powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 23 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3062" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 23 </Category>
    <Flavor> As you rise through the epic tier, the most potent spells of enchantment, evocation, and illusion are yours to command. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 23 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,23" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,23" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Master of Spells" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2806" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 24 </Category>
    <Flavor> As you approach the apex of the mage's art and craft, you effortlessly manipulate the arcane power that is your lifeblood. </Flavor>
    <specific name="Short Description"> During short rest: replace one unexpended wizard daily attack power with another from your spellbook (with restrictions) </specific>
    <specific name="Level"> 24 </specific>
When you take a short rest, you can replace one unexpended wizard daily attack power with another wizard daily attack power from your spellbook of the same level or lower. The level of the second power must be different from that of any unexpended wizard daily attack powers you have prepared.
</RulesElement>
  <RulesElement name="Level 25 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3063" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 25 </Category>
    <Flavor> The threats of the epic tier demand an increasingly powerful arsenal of attack spells. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 25 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,25" />
      <select type="Power" number="1" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,25" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 27 Mage Encounter Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3064" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 27 </Category>
    <Flavor> As you approach the apex of the epic tier, your attacks allow you to control your opponents and the field of battle. </Flavor>
    <specific name="Short Description"> Add two encounter powers to your spellbook. </specific>
    <specific name="Level"> 27 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="2" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_ENCOUNTER,27" />
    </rules>
You add two encounter powers to your spellbook.
</RulesElement>
  <RulesElement name="Level 29 Mage Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3065" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 29 </Category>
    <Flavor> At the height of the epic tier, you gain access to spells of almost godlike power. </Flavor>
    <specific name="Short Description"> Add two daily powers to your spellbook. </specific>
    <specific name="Level"> 29 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="2" Category="ID_FMP_CLASS_9,ID_INTERNAL_CATEGORY_DAILY,29" />
    </rules>
You add two daily powers to your spellbook.
</RulesElement>
  <!-- Enigmatic Mage Paragon Path-->
  <RulesElement name="Enigmatic Mage" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_724" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:42:52 PM">
    <Prereqs> Mage </Prereqs>
    <print-prereqs> Mage </print-prereqs>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_2873, ID_FMP_CLASS_FEATURE_2874, ID_FMP_CLASS_FEATURE_2875, ID_FMP_CLASS_FEATURE_2876, ID_FMP_CLASS_FEATURE_3094, ID_FMP_CLASS_FEATURE_3095 </specific>
    <specific name="Powers"> ID_FMP_POWER_12750,ID_FMP_POWER_12756,ID_FMP_POWER_12772,ID_FMP_POWER_12773,ID_FMP_POWER_12774,ID_FMP_POWER_12775,ID_FMP_POWER_12776,ID_FMP_POWER_12777,ID_FMP_POWER_12778,ID_FMP_POWER_12779,ID_FMP_POWER_12780,ID_FMP_POWER_13502,ID_FMP_POWER_13503,ID_FMP_POWER_13504 </specific>
	<specific name="_DisplayPowers"> ID_FMP_POWER_12750,ID_FMP_POWER_12756 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_2873" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_2874" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3094" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_2875" type="Class Feature" Level="12" />
      <grant name="ID_FMP_CLASS_FEATURE_3095" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_2876" type="Class Feature" Level="20" />
    </rules>
Having entered the paragon tier, you now command a strong array of spells. Your gain more versatility as your grasp of magic expands to match the lore contained within your spellbook. Spells that once seemed impossible to you are now simple, rote exercises.
</RulesElement>
  <RulesElement name="Enigmatic Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2873" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> You can unravel the weave of arcane power to perform beyond your normal limits when the situation demands it. </Flavor>
    <specific name="Short Description"> You gain a benefit associated with the school of magic for which you have the Master Mage benefit. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_2817" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2816" />
      <grant name="ID_FMP_CLASS_FEATURE_2809" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2808" />
      <grant name="ID_FMP_CLASS_FEATURE_2813" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2812" />
      <grant name="ID_FMP_CLASS_FEATURE_3220" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3219" />
      <grant name="ID_FMP_CLASS_FEATURE_3751" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3749" />
      <grant name="ID_FMP_CLASS_FEATURE_3750" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3743" />
    </rules>
You gain a benefit associated with the school of magic for which you have the Master Mage benefit.
</RulesElement>
  <RulesElement name="Illusion Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2817" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Those who dismiss illusion magic for its ephemeral quality fail to understand the very real strength it lends you. When you push yourself past your limits, a shroud of light and shadow protects you from your enemies' attacks. </Flavor>
    <specific name="Short Description"> Action point spent for extra action: Wisdom modifier bonus to AC &amp; Reflex until your next turn ends. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Illusion Action:When you spend an action point to take an extra action, you gain a power bonus to AC and Reflex until the end of your next turn. The power bonus equals your Wisdom modifier." />
    </rules>
Whenever you spend an action point to take an extra action, you gain a power bonus to AC and Reflex until the end of your next turn. The power bonus equals your Wisdom modifier.
</RulesElement>
  <RulesElement name="Enchantment Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2809" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> When you push yourself beyond your normal limits, the magic of the Feywild swirls around you. Your enemies become caught in a web of enchantment for a brief moment, causing them to stumble and move as if in a dream. </Flavor>
    <specific name="Short Description"> Action point spent for extra action: slide each enemy within 2 sq. a number of squares up to your Charisma mod </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Enchantment Action:When you spend an action point to take an extra action, you slide each enemy within 2 squares of you a number of squares up to your Charisma modifier." />
    </rules>
When you spend an action point to take an extra action, you slide each enemy within 2 squares of you a number of squares up to your Charisma modifier.
</RulesElement>
  <RulesElement name="Evocation Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2813" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Your mastery of evocation magic draws on barely controlled reserves of arcane energy. When you push yourself in combat, this energy flares to imbue your evocation spells with even deadlier power. </Flavor>
    <specific name="Short Description"> Action point spent for extra action: next wizard evocation power this turn gains damage bonus equal to your Con mod </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Evocation Action:When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of the next wizard evocation power you use this turn. The power bonus equals your Constitution modifier." />
    </rules>
When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of the next wizard evocation power you use this turn. The power bonus equals your Constitution modifier.
</RulesElement>
  <RulesElement name="Pyromancy Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3220" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Your first steps along the path of pyromancy mastery required you to relinquish some control. In doing so, you learned the secrets of fire magic. Now, when you draw upon your reserves of energy and effort, you exercise precise, deadly control of your magic. </Flavor>
    <specific name="Short Description"> Action point (extra action), select 1 enemy in 10 sq. Next fire attack vs. enemy this turn: instead of rolling damage, deal maximum. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Pyromancy Action:When you spend an action point to take an extra action, pick an enemy within 10 squares of you. The next time you damage that enemy with an at-will or encounter fire attack this turn, that enemy takes damage as if you rolled the maximum result on all dice for that damage roll. If you score a critical hit, the extra damage is instead maximized. You gain no benefit if the damage you inflict does not require a damage roll." />
    </rules>
When you spend an action point to take an extra action, pick an enemy within 10 squares of you. The next time you damage that enemy with an at-will or encounter fire attack this turn, that enemy takes damage as if you rolled the maximum result on all dice for that damage roll. If you score a critical hit, the extra damage is instead maximized. You gain no benefit if the damage you inflict does not require a damage roll.
</RulesElement>
  <RulesElement name="Nethermancy Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3751" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> Your aspect changes to something monstrous, a transformation made possible through your extensive familiarity with nethermancy's secrets. </Flavor>
    <specific name="Short Description"> Action point spent (extra action): your space and all adj squares are totally obscured to all others until your next turn starts </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Nethermancy Action:When you spend an action point to take an extra action, your space and each square adjacent to you become a zone of darkness that lasts until the start of your next turn. The zone is totally obscured to creatures other than you." />
    </rules>
When you spend an action point to take an extra action, your space and each square adjacent to you become a zone of darkness that lasts until the start of your next turn. The zone is totally obscured to creatures other than you.
</RulesElement>
  <RulesElement name="Necromancy Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3750" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> Your focus on necromancy spells lets you loose necrotic energy that unravels your foes' defenses. </Flavor>
    <specific name="Short Description"> Action point spent (extra action): adjacent enemies gain vulnerability [Wis mod] necrotic, unless they have necrotic resistance. Push resistant enemies [Wis mod] squares. </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Necromancy Action:When you spend an action point to take an extra action, each enemy adjacent to you gains vulnerability to necrotic damage until the end of your turn. The vulnerability equals your Wisdom modifier. If the enemy has necrotic resistance, it is instead pushed up to a number of squares equal to your Wisdom modifier." />
    </rules>
When you spend an action point to take an extra action, each enemy adjacent to you gains vulnerability to necrotic damage until the end of your turn. The vulnerability equals your Wisdom modifier. If the enemy has necrotic resistance, it is instead pushed up to a number of squares equal to your Wisdom modifier.
</RulesElement>
  <RulesElement name="Enigmatic Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2874" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Your mastery of a specific school of magic grants you an innate understanding that allows you to call upon the school's power at your whim. </Flavor>
    <specific name="Short Description"> Gain an encounter attack power associated with the school of magic for which you have the Master Mage benefit. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3112" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2816" />
      <grant name="ID_FMP_CLASS_FEATURE_3106" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2808" />
      <grant name="ID_FMP_CLASS_FEATURE_3109" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2812" />
      <grant name="ID_FMP_CLASS_FEATURE_3221" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3219" />
      <grant name="ID_FMP_CLASS_FEATURE_3752" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3749" />
      <grant name="ID_FMP_CLASS_FEATURE_3744" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3743" />
    </rules>
You gain an 11th-level encounter attack power that is associated with the school of magic for which you have the Master Mage benefit.
	This power can be used in addition to the powers you prepare from your spellbook.
</RulesElement>
  <RulesElement name="Illusion Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3112" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="Short Description"> Gain the Nolzur's shade spell power. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_12778 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12778 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12778" type="Power" />
    </rules>
You gain the Nolzur's shade spell power.
</RulesElement>
  <RulesElement name="Enchantment Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3106" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="Short Description"> Gain the Otto's twisting tune power. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_12772 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12772 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12772" type="Power" />
    </rules>
You gain the Otto's twisting tune power.
</RulesElement>
  <RulesElement name="Evocation Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3109" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="Short Description"> Gain the Kelgore's undeniable fire power. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_12775 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12775 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12775" type="Power" />
    </rules>
You gain the Kelgore's undeniable fire power.
</RulesElement>
  <RulesElement name="Pyromancy Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3221" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <Flavor> Kelwyn's devouring fire has a sinister reputation. It calls forth a sheet of fire similar to burning hands, but those who have survived this spell's fury claim that it is a living thing—a whispering spirit that burned both body and soul. The few pyromancers willing to discuss the spell tell of a compelling voice that sometimes speaks to them, urging them to unleash the spell and wreak havoc regardless of the consequences. </Flavor>
    <specific name="Short Description"> Gain the Kelwyn's devouring fire power. </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_13502 </specific>
    <specific name="type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13502 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_13502" type="Power" />
    </rules>
You gain the Kelwyn's devouring fire power.
</RulesElement>
  <RulesElement name="Nethermancy Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3752" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> The archmage Evard mastered the Shadowfell's secrets, drawing forth its rich magic and bending it to his will. His preoccupation with such dark pursuits affected him profoundly, as is evident from the spells he left for those who would follow his path. </Flavor>
    <specific name="Short Description"> Gain the Evard's Wrenching Darkness attack power </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_14026 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14026 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14026" type="Power" />
    </rules>
You gain the Evard's wrenching darkness power.
</RulesElement>
  <RulesElement name="Necromancy Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3744" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> Author of many sinister necromantic tomes, Nulathoe had no compunctions against using corpses as undead thralls and then annihilating them in an arcane burst when they fell. </Flavor>
    <specific name="Short Description"> Gain the Nulathoe's Concussive Demise attack power </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_14013 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14013 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14013" type="Power" />
    </rules>
You gain the Nulathoe's concussive demise power.
</RulesElement>
  <RulesElement name="Enigmatic Spellcasting" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3094" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 11 </Category>
    <specific name="_CS_ShortDescription"> @ </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_12750 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12750 </specific>
    <specific name="_CS_ShortDescription"> Gain the enigmatic spellcasting power </specific>
    <rules>
      <grant name="ID_FMP_POWER_12750" type="Power" />
    </rules>
You gain the enigmatic spellcasting power.
</RulesElement>
  <RulesElement name="Enigmatic Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2875" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <Flavor> Your increased mastery of a school of magic allows you to shape and direct the flow of battle. </Flavor>
    <specific name="Short Description"> Gain a 12th-level utility power associated with the school of magic for which you have the Master Mage benefit. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3113" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2816" />
      <grant name="ID_FMP_CLASS_FEATURE_3107" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2808" />
      <grant name="ID_FMP_CLASS_FEATURE_3110" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2812" />
      <grant name="ID_FMP_CLASS_FEATURE_3222" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3219" />
      <grant name="ID_FMP_CLASS_FEATURE_3753" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3749" />
      <grant name="ID_FMP_CLASS_FEATURE_3745" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3743" />
    </rules>
You gain a 12th-level utility power that is associated with the school of magic for which you have the Master Mage benefit.
	This power can be used in addition to the powers you prepare from your spellbook.
</RulesElement>
  <RulesElement name="Illusion Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3113" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <specific name="Short Description"> Gain the Nolzur's phantom vigor power. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_12779 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12779 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12779" type="Power" />
    </rules>
You gain the Nolzur's phantom vigor power.
</RulesElement>
  <RulesElement name="Enchantment Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3107" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <specific name="Short Description"> Gain the Otto's song of fidelity power. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_12773 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12773 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12773" type="Power" />
    </rules>
You gain the Otto's song of fidelity power.
</RulesElement>
  <RulesElement name="Evocation Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3110" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <specific name="Short Description"> Gain the Kelgore's well of power power. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_12776 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12776 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12776" type="Power" />
    </rules>
You gain the Kelgore's well of power power.
</RulesElement>
  <RulesElement name="Pyromancy Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3222" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 12 </Category>
    <Flavor> If devouring fire was the first sign of Kelwyn's descent into madness, the fiery form spell he developed marked his slow transformation from a living creature to a being of pure fire. Kelwyn's fiery form shifts its caster from a mortal creature to an elemental being of fire and ash. In this form, waves of heat cascade from you to burn creatures that draw close to you. The more victims you present to it, the deadlier the fire burns. </Flavor>
    <specific name="Short Description"> Gain the Kelwyn's fiery form power. </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_13503 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13503 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_13503" type="Power" />
    </rules>
You gain the Kelwyn's fiery form power.
</RulesElement>
  <RulesElement name="Nethermancy Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3753" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 12 </Category>
    <Flavor> Evard had few friends, largely because he regarded others as inferior. Evard's all-seeing worm is but one example of how he exploited his companions. </Flavor>
    <specific name="Short Description"> Gain the Evard's All-Seeing Worm utility power </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_14027 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14027 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14027" type="Power" />
    </rules>
You gain the Evard's all-seeing worm power.
</RulesElement>
  <RulesElement name="Necromancy Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3745" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 12 </Category>
    <Flavor> A famed spell noted for preserving the dead from decay, Nulathoe's death ward girds creatures against eternity's cruel caress. </Flavor>
    <specific name="Short Description"> Gain the Nulathoe's Death Ward utility power </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_14014 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14014 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14014" type="Power" />
    </rules>
You gain the Nulathoe's death ward power.
</RulesElement>
  <RulesElement name="Enigmatic Spell Lore" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3095" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 16 </Category>
    <specific name="Short Description"> Gain the enigmatic spell lore power. </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Powers"> ID_FMP_POWER_12756 </specific>
    <specific name="type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12756 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12756" type="Power" />ID_FMP_POWER_12750
    </rules>
You gain the enigmatic spell lore power.
</RulesElement>
  <RulesElement name="Enigmatic Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2876" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <Flavor> Your specialized study of one school of magic grants you a greater measure of latent power. </Flavor>
    <specific name="Short Description"> Gain 20th-level daily attack power associated with the school of magic for which you have the Master Mage benefit </specific>
    <specific name="Level"> 20 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3114" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2816" />
      <grant name="ID_FMP_CLASS_FEATURE_3108" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2808" />
      <grant name="ID_FMP_CLASS_FEATURE_3111" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_2812" />
      <grant name="ID_FMP_CLASS_FEATURE_3223" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3219" />
      <grant name="ID_FMP_CLASS_FEATURE_3754" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3749" />
      <grant name="ID_FMP_CLASS_FEATURE_3746" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_3743" />
    </rules>
You gain a 20th-level daily attack power that is associated with the school of magic for which you have the Master Mage benefit.
	This power can be used in addition to the powers you prepare from your spellbook.
</RulesElement>
  <RulesElement name="Illusion Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3114" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <specific name="Short Description"> Gain the Nolzur's phantom spell power. </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_12780 </specific>
    <specific name="type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12780 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12780" type="Power" />
    </rules>
You gain the Nolzur's phantom spell power.
</RulesElement>
  <RulesElement name="Enchantment Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3108" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <specific name="Short Description"> Gain the Otto's inevitable command power. </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_12774 </specific>
    <specific name="type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12774 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12774" type="Power" />
    </rules>
You gain the Otto's inevitable command power.
</RulesElement>
  <RulesElement name="Evocation Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3111" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <specific name="Short Description"> Gain the Kelgore's rain of fire power. </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_12777 </specific>
    <specific name="type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12777 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_12777" type="Power" />
    </rules>
You gain the Kelgore's rain of fire power.
</RulesElement>
  <RulesElement name="Pyromancy Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3223" source="Dragon Magazine 391" revision-date="10/14/2010 9:29:04 AM">
    <Category> 20 </Category>
    <Flavor> This deadly spell is thought by some to be the (barely) controlled version of the spell which vaporized Kelwyn and ended his dynasty. Kelwyn's final devastation channels such destructive power that even the most powerful pyromancers cannot fully control it. By surrendering to the flame, you unleash vast destructive power. </Flavor>
    <specific name="Short Description"> Gain the Kelwyn's final devastation power. </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_13504 </specific>
    <specific name="type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13504 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_13504" type="Power" />
    </rules>
You gain the Kelwyn's final devastation power.
</RulesElement>
  <RulesElement name="Nethermancy Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3754" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 20 </Category>
    <Flavor> Evard is best known for drawing twisted monsters infused with dark energy from the Shadowfell. Spells such as Evard's black tentacles and Evard's dreadful mist suggest what the dark wizard was after. Evard's black gate comes nearest to realizing the secrets that Evard sought, for it creates a portal to the Shadowdark's depths, where aberrant mutants mingle with shadowborn abominations. Those who pass through the gate rarely emerge intact or sane. </Flavor>
    <specific name="Short Description"> Gain the Evard's Black Gate attack power </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_14029 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14029 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14029" type="Power" />
    </rules>
You gain the Evard's black gate power.
</RulesElement>
  <RulesElement name="Necromancy Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3746" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 20 </Category>
    <Flavor> With a single command, Nulathoe could draw forth the dead to swell the ranks of his vile army. </Flavor>
    <specific name="Short Description"> Gain the Nulathoe's Undead Army attack power </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_14015 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14015 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <grant name="ID_FMP_POWER_14015" type="Power" />
    </rules>
You gain the Nulathoe's undead army power.
</RulesElement>
  <!-- Mage sub-class Powers, Heroes of the Fallen Lands -->
  <RulesElement name="Suggestion" type="Power" internal-id="ID_FMP_POWER_12731" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:15 PM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> You weave arcane power through your words, infusing each phrase with persuasive magic. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You make a Diplomacy check. </specific>
    <specific name="Effect"> You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Power Type"> Feature </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2870 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
While you were a mage in training, this simple cantrip proved useful for wringing favors from more experienced mages—and enticing lesser apprentices to do your bidding.
</RulesElement>
  <RulesElement name="Light" type="Power" internal-id="ID_FMP_POWER_1225" source="Player's Handbook" revision-date="8/27/2010 11:24:20 AM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <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. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One object or unoccupied square </specific>
    <specific name="Effect"> 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. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
With a light cantrip at your disposal, you need never worry about carrying torches, lanterns, or oil.
   </RulesElement>
  <RulesElement name="Ghost Sound" type="Power" internal-id="ID_FMP_POWER_1217" source="Player's Handbook" revision-date="8/27/2010 11:24:18 AM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> With a wink, you create an illusory sound that emanates from a distant location. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane, Illusion </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One object or unoccupied square </specific>
    <specific name="Effect"> You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
Useful for creating diversions both in and out of combat, ghost sound can help you distract other creatures with mysterious footsteps, the sound of a brawl coming from around a corner, or any other sound you can imagine.
   </RulesElement>
  <RulesElement name="Prestidigitation" type="Power" internal-id="ID_FMP_POWER_1930" source="Player's Handbook" revision-date="8/27/2010 11:26:51 AM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <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. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 2 </specific>
    <specific name="Effect"> Use this cantrip to accomplish one of the effects given below:
	• Change the color of items in 1 cubic foot.
	• Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
	• Clean or soil items in 1 cubic foot.
	• Instantly light (or snuff out) a candle, a torch, or a small campfire.
	• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
	• Make a small mark or symbol appear on a surface for up to 1 hour.
	• Produce out of nothingness a small item or image that exists until the end of your next turn.
	• Make a small, handheld item invisible until the end of your next turn. </specific>
    <specific name="Special"> 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. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
This catch-all cantrip
</RulesElement>
  <RulesElement name="Mage Hand" type="Power" internal-id="ID_FMP_POWER_1227" source="Player's Handbook" revision-date="8/27/2010 11:24:20 AM">
    <Category> ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Effect"> 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. </specific>
    <specific name=" Minor Action"> The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. </specific>
    <specific name=" Move Action"> The hand moves up to 5 squares in any direction, carrying the object it holds. </specific>
    <specific name=" Free Action"> The hand drops the object it is holding. </specific>
    <specific name="Sustain Minor"> The hand persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
When you first took up the often-dangerous study of alchemy, mage hand allowed you to mix reagents and volatile components from a safe distance. In lost ruins or the throne rooms of dukes and kings, this minor magic has even more uses.
   </RulesElement>
  <RulesElement name="Arc Lightning" type="Power" internal-id="ID_FMP_POWER_12732" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:15 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement, Lightning </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 1d6 + Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Many evocation spells are too devastating to use in closequarters combat where your own allies might be struck down by your power. Arc lightning accurately channels that power's full destructive potential.
</RulesElement>
  <RulesElement name="Beguiling Strands" type="Power" internal-id="ID_FMP_POWER_12733" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:16 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A strand of scintillating colors and gleaming lights clouds your enemies' minds and forces them to move away. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each enemy in the blast </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> Intelligence modifier psychic damage, and you push the target up to 3 squares.
Level 21: 3 + Intelligence modifier psychic damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Originally crafted by eladrin wizards of the Feywild, this spell creates strands of subtle magic that weave through your foes like a spider's web. Reeling from your attack, your enemies move away from you.
</RulesElement>
  <RulesElement name="Freezing Burst" type="Power" internal-id="ID_FMP_POWER_12734" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:16 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. 
Level 21: 2d6 + Intelligence modifier cold damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
The flashiest evocation spells tap into the energy of fire and lightning, but you are not afraid to wield more subtle weapons. By drawing on the power of elemental cold, freezing burst lets you scour and scatter your foes.
</RulesElement>
  <RulesElement name="Hypnotism" type="Power" internal-id="ID_FMP_POWER_12735" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:17 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Your piercing gaze and whispered word let you seize momentary control of your enemy's mind. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> Choose one of the following effects:
• The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
• You slide the target up to 3 squares. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Even this relatively minor enchantment underscores the power of that school, letting you direct your foe's movement or action in the thick of combat. When a more powerful monster scoffs at your so-called mind magic, see how its attitude changes when it walks off the edge of a cliff at your command.
</RulesElement>
  <RulesElement name="Phantasmal Assault" type="Power" internal-id="ID_FMP_POWER_12736" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:17 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A fearsome ogre appears, threatening your foe with a massive club. Or perhaps a snarling drake, or maybe a troll. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d8 + Intelligence modifier psychic damage, and the target grants combat advantage and can't make opportunity attacks until the end of your next turn.
Level 21: 2d8 + Intelligence modifier psychic damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Phantasmal assault is one of the oldest known illusion spells—and one of the most unnerving. Your simple subterfuge can force even the strongest-willed creature to react to a foe that is not there, granting you and your allies the advantage.
</RulesElement>
  <RulesElement name="Phantom Cage" type="Power" internal-id="ID_FMP_POWER_12737" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:18 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Your enemy shrieks in terror, desperately trying to avoid the cage of razor-sharp blades that it sees closing in around it. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d8 + Intelligence modifier psychic damage. If the target moves before the end of your next turn, it takes 5 psychic damage.
Level 21: 2d8 + Intelligence modifier psychic damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
By crafting an illusion that completely surrounds your foe, you give it no opportunity to escape. In its mind, the enemy sees itself hemmed in by a spinning mass of deadly blades, perceiving grievous wounds that your magic translates to pure pain.
</RulesElement>
  <RulesElement name="Illusory Obstacles" type="Power" internal-id="ID_FMP_POWER_12739" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:19 PM">
    <Category> ID_FMP_CLASS_FEATURE_3039,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> The image of treacherous terrain appears in the minds of your enemies, which become disoriented. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is dazed and unable to charge until the end of your next turn. </specific>
    <specific name="Miss"> The target is unable to charge until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3039 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
With a whispered word, you reshape the landscape in your foes' minds. By using this spell against enemies that depend on charge attacks to gain the upper hand in combat, you turn the tables to your allies' benefit.
</RulesElement>
  <RulesElement name="Fountain of Flame" type="Power" internal-id="ID_FMP_POWER_12740" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:19 PM">
    <Category> ID_FMP_CLASS_FEATURE_3040,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement, Zone </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier fire damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3040 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
You unleash elemental fire as a searing fountain of flame—harmless to your allies but deadly to any foe that passes within. This mighty spell is best coordinated with forced movement or stunning attacks, hemming your enemies within the deadly maelstrom you create.
</RulesElement>
  <RulesElement name="Instant Friends" type="Power" internal-id="ID_FMP_POWER_12742" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:20 PM">
    <Category> ID_FMP_CLASS_FEATURE_3041,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,2 </Category>
    <Flavor> Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 2 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Requirement"> You must use this power outside a combat encounter. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
	If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
	On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
	This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn't remember that you used this power on it. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3041 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Enchantment magic used in the thick of combat typically needs to control an enemy only for a moment. Outside battle, a wizard can afford to undertake a more subtle approach. Instant friends creates a rapport between caster and target, making it possible for you and your allies to gain valuable aid and information.
</RulesElement>
  <RulesElement name="Blissful Ignorance" type="Power" internal-id="ID_FMP_POWER_12743" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:20 PM">
    <Category> ID_FMP_CLASS_FEATURE_3042,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 3 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Effect"> Each target is slowed and can't take opportunity actions or immediate actions until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3042 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Mortals occasionally stumble through planar gateways and into the fey realm. Eladrin patrols pride themselves on keeping tight control of such intruders with their powerful magic. In the midst of a battle, a bout of blissful ignorance unleashed on a pack of foes can give you and your allies all the time you need to set up the most advantageous attack position—or to escape a fight you can't win.
</RulesElement>
  <RulesElement name="Tasha's Forcible Conscription" type="Power" internal-id="ID_FMP_POWER_12744" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:21 PM">
    <Category> ID_FMP_CLASS_FEATURE_3047,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
    <Flavor> By digging deep into an enemy's mind, you unleash crippling pain that causes it to lash out blindly. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 5 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is stunned until the start of your next turn. This effect also ends if the target is attacked. </specific>
    <specific name=" Aftereffect"> The target makes a basic attack against a target of your choice as a free action. </specific>
    <specific name="Miss"> The target is dazed until the end of your next turn. This effect also ends if the target is attacked. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3047 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
The dark wizard Tasha (long rumored to be an alias of the young Iggwilv, the Witch Queen) developed a number of enchantment spells noted for their elegant brutality. Not content with simply bending a creature's mind, Tasha's spells ravage the creature and force it into obedience using indescribable pain.
</RulesElement>
  <RulesElement name="Phantom Foes" type="Power" internal-id="ID_FMP_POWER_12745" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:21 PM">
    <Category> ID_FMP_CLASS_FEATURE_3049,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> Spectral warriors swirl around your enemies, causing them to lash out in a blind panic. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 7 </specific>
    <specific name="Keywords"> Arcane, Fear, Illusion </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Effect"> Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3049 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Those who describe illusion as the subtlest form of magic have never been subjected to phantom foes. This deadly spell assaults its victims with a spectral horde of enemies that cannot be ignored. With their combat prowess sapped, those victims are subtly manipulated to carry out your own violent retribution.
</RulesElement>
  <RulesElement name="Phantasmal Killer" type="Power" internal-id="ID_FMP_POWER_12746" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 5:28:37 PM">
    <Category> ID_FMP_CLASS_FEATURE_3054,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,9 </Category>
    <Flavor> Your enemy wails as its greatest fears manifest within its mind. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_12747 </specific>
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Fear, Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> The target becomes haunted by an illusion of its deepest fears (save ends). Until the illusion ends, the target can't make opportunity attacks and you can use the secondary power against it. Whenever the target is either hit by or takes damage from any effect other than the secondary power, it can make another saving throw to end the illusion. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3054 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12747 </specific>
    <rules>
      <grant name="ID_FMP_POWER_12747" type="Power" />
    </rules>
Phantasmal killer is the most storied illusion of the heroic tier. Reaching into your victim's mind, you make real its greatest fears, creating a foe that cannot be overcome.
</RulesElement>
  <RulesElement name="Phantasmal Killer Secondary Power" type="Power" internal-id="ID_FMP_POWER_12747" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 5:28:31 PM">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Attack"> Intelligence vs. Will. The attack roll takes no penalty from concealment, if any. </specific>
    <specific name="Hit"> 3d10 + Intelligence modifier psychic damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_12746 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Symphony of the Dark Court" type="Power" internal-id="ID_FMP_POWER_12748" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:24 PM">
    <Category> ID_FMP_CLASS_FEATURE_3054,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
    <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. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is dazed and immobilized (save ends both). </specific>
    <specific name="Miss"> The target is dazed until the end of its next turn. </specific>
    <specific name="Effect"> 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. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3054 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
According to legend, the Dark Court is a traveling band of evil fey who use music and magic to lure creatures to their doom. An eladrin wizard who barely managed to escape the court with her life used the shadowy memory of its members' music to create this spell.
</RulesElement>
  <RulesElement name="Energy Devourer" type="Power" internal-id="ID_FMP_POWER_12749" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:24 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_3055,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10 </Category>
    <Flavor> As you shrug off an enemy's attack, you capture that attack's power for your own use. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Personal </specific>
    <specific name="Trigger"> You are damaged by an area attack or a close attack. </specific>
    <specific name="Effect"> You take half damage from the triggering attack. Until the end of your next turn, you gain a +5 power bonus to damage rolls with wizard attack powers that share at least one damage type with the triggering attack. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
	<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3055 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
In battle, you demonstrate your superior mastery of magic not only with your own attack spells but by subverting the attacks of others. You devour the power of a foe's attack to fuel your own deadly response.
</RulesElement>
  <RulesElement name="Enigmatic Spellcasting" type="Power" internal-id="ID_FMP_POWER_12750" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:25 PM">
    <Category> ID_FMP_CLASS_FEATURE_3094,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,11 </Category>
    <Flavor> You reach into the weave of arcane energy and exchange the magic of one spell for another. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Utility 11 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Choose an unexpended wizard daily utility power that you have prepared. You instantly prepare a different wizard daily utility power in its place. The new power must be from your spellbook and of the same level as the old power. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3094 </specific>
You see the connection between the strands of magic in the weave of arcane energy, which allows you to pick the right magical tool for each problem. Enigmatic mages use this ability to access certain utility powers when they need them most, particularly those powers that are useful only in rare circumstances.
</RulesElement>
  <RulesElement name="Hold Monster" type="Power" internal-id="ID_FMP_POWER_12751" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:25 PM">
    <Category> ID_FMP_CLASS_FEATURE_3056,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> Your magic clouds your foe's mind, leaving it too disoriented to move or attack effectively. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 13 </specific>
    <specific name="Keywords"> Arcane, Charm, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> The target is restrained until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3056 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
The destructive power of the spells you wield too often leaves your foes in no condition for questioning. Hold monster serves you well when a lighter touch is required, or when you need to lock down an enemy to hinder its most potent attacks. Despite its name, this spell functions equally well on creatures that are not monstrous.
</RulesElement>
  <RulesElement name="Twisting Lightning" type="Power" internal-id="ID_FMP_POWER_12752" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:26 PM">
    <Category> ID_FMP_CLASS_FEATURE_3056,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,13 </Category>
    <Flavor> You unleash a deadly pulse of lightning that seeks out enemies wherever you direct it. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 13 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement, Lightning </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area wall 6 within 10 squares </specific>
    <specific name="Target"> Each creature in wall </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier lightning damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3056 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Your mastery of the elemental power of the evocation school reaches an apex with this spell. A powerful bolt of blue-white lightning lances out from your implement under your precise control. By twisting your deadly attack around barriers and creatures alike, you keep your allies safe even as you let your foes know they have nowhere to hide.
</RulesElement>
  <RulesElement name="Cone of Cold" type="Power" internal-id="ID_FMP_POWER_12753" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:26 PM">
    <Category> ID_FMP_CLASS_FEATURE_3057,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
    <Flavor> A freezing blast spirals out from your outstretched hand. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier cold damage. </specific>
    <specific name="Effect"> The target is immobilized and takes ongoing 5 cold damage (save ends both). </specific>
    <specific name="Special"> If this power reduces an enemy to 0 hit points, that enemy is petrified instead of being killed. You can end the petrification as a minor action. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3057 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
The power of elemental cold is yours to command with this spell. The damage it deals lends it a deadly reputation, but it can serve a more important purpose when you are fighting enemies you do not wish to slay outright. Save cone of cold for the end of combat to use against badly injured foes. Those that succumb to the spell are not slain but frozen fast, ready to be restored, then interrogated or ransomed at your whim.
</RulesElement>
  <RulesElement name="Mental Maelstrom" type="Power" internal-id="ID_FMP_POWER_12754" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:27 PM">
    <Category> ID_FMP_CLASS_FEATURE_3057,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> The world appears to spin around your enemies, sending them careening in all directions. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic, Zone </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier psychic damage, and you slide the target up to 4 squares. </specific>
    <specific name="Miss"> Half damage, and you slide the target up to 2 squares. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 5 psychic damage, and you can slide that enemy up to 4 squares as a free action. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3057 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This powerful illusion makes your foes perceive a vortex of rippling ground that heaves them across the battlefield. Even in the aftermath, your illusion lingers to clutch at enemies that come too close.
</RulesElement>
  <RulesElement name="Slumber of the Winter Court" type="Power" internal-id="ID_FMP_POWER_12755" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:28 PM">
    <Category> ID_FMP_CLASS_FEATURE_3057,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is dazed and slowed (save ends both). </specific>
    <specific name=" First Failed Saving Throw"> The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours. </specific>
    <specific name="Miss"> The target is slowed (save ends). </specific>
    <specific name="First Failed Saving Throw"> The target instead falls unconscious (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3057 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
The fey of the Winter Court are as cruel as the season they embrace, and this spell reflects their subtle treachery. By forcing foes into a deep sleep, you negate their threat. Minions that succumb to this spell can be finished off at your leisure, while their powerful leader is disarmed and taken prisoner under your control.
</RulesElement>
  <RulesElement name="Enigmatic Spell Lore" type="Power" internal-id="ID_FMP_POWER_12756" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:29 PM">
    <Category> ID_FMP_CLASS_FEATURE_3095,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> Unraveling the magic of one spell, you call forth another one from you spellbook—a spell just right to put your foe in its place. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Utility 16 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Choose an unexpended wizard encounter attack power that you have prepared. You instantly prepare a different wizard encounter attack power in its place. The new power must be from your spellbook and no higher in level than the old power. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3095 </specific>
Using your deep knowledge of spell lore, you unravel one offensive spell to weave it into another. Enigmatic mages often use this ability to foil a foe's resistances and immunities, exchanging a spell that will do no harm to the foe for one that will.
</RulesElement>
  <RulesElement name="Beneficient Transformation" type="Power" internal-id="ID_FMP_POWER_12757" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:29 PM">
    <Category> ID_FMP_CLASS_FEATURE_3058,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> Tendrils of wispy energy surround your foe, assessing and stealing away some essential aspect of its being for your own use. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 16 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> Choose an enemy you can see. The target gains one of the following benefits until the end of the encounter.
	Movement: If the enemy has a climb speed, a fly speed, or a swim speed, the target gains that movement mode and speed.
	Resist: If the enemy has resistance or immunity to a damage type, the target gains resist 10 to the same damage type.
	Senses: If the enemy has low-light vision, darkvision, blindsight, or tremorsense, the ally gains that sense.
	If the enemy has more than one option in one of these categories, you learn all the choices and choose one when you use this power. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3058 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This useful spell was first developed by wizards needing to quickly adapt to the alien environments of the planes. Beneficent transformation grants you or an ally the useful abilities of some other creature, from potent combat resistances to heightened senses to the power of flight. When you are fighting an enemy whose special abilities give it an edge, your power evens things up.
</RulesElement>
  <RulesElement name="Dancing Flames" type="Power" internal-id="ID_FMP_POWER_12759" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:30 PM">
    <Category> ID_FMP_CLASS_FEATURE_3059,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,17 </Category>
    <Flavor> You unleash shifting streams of fire that burn down your foes while leaving allies untouched. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 17 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each enemy in the blast </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 5d6 + Intelligence modifier fire damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3059 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
It is said that the elves first created this spell, using it to purge the bands of goblins, kobolds, and orcs that swarmed their forests. The fire you wield maintains a bare elemental sentience that you control. By commanding the flames to seek out only those that mean you harm, you leave your allies safe in the midst of a deadly storm of fire.
</RulesElement>
  <RulesElement name="Mass Charm" type="Power" internal-id="ID_FMP_POWER_12760" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:30 PM">
    <Category> ID_FMP_CLASS_FEATURE_3059,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> Your foes suddenly stop dead in their tracks, howling in frustration as they lurch forward to attack their own allies. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 17 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Effect"> 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. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3059 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This powerful enchantment grants you temporary control of an entire group of enemies, forcing them to turn on each other in combat. Mass charm is especially effective against minions and badly wounded creatures, which can be forced to swarm a more powerful enemy. One of your allies can then make use of an area attack to cut down the tightly packed foes.
</RulesElement>
  <RulesElement name="Thought Cage" type="Power" internal-id="ID_FMP_POWER_12761" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:31 PM">
    <Category> ID_FMP_CLASS_FEATURE_3060,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> Your foe stands dumbfounded as the world around it seems to swirl into a pleasant and mesmerizing scene. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 19 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is stunned (save ends). This effect also ends if the target is attacked or subjected to forced movement. </specific>
    <specific name=" Aftereffect"> The target is dazed until the end of its next turn. </specific>
    <specific name="Miss"> The target is dazed until the end of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3060 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
A strong-willed creature might think itself safe from your most potent phantasms. For such a foe, you turn instead to a singularly pleasant illusion. Your thought cage can hold any creature fast in an idyllic vista of its mind's own making—a fantasy world that it struggles in vain to break free of.
</RulesElement>
  <RulesElement name="Wrath of Battle" type="Power" internal-id="ID_FMP_POWER_12762" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:32 PM">
    <Category> ID_FMP_CLASS_FEATURE_3060,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 </Category>
    <Flavor> With a shout, you tap deep into your foes' hearts and minds, forcing them to turn on each other with devastating results. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 19 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Fear, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Effect"> You slide each target up to 3 squares, and then each target makes a melee basic attack against a creature of your choice as a free action. If that attack misses, the target of this power takes 15 psychic damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3060 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This insidious enchantment spell manipulates the emotions of fear and rage that boil within every creature during battle, turning your enemies against each other. More powerful than any mere charm, wrath of battle creates a deadly feedback loop of psychic energy that routs a foe that is unable to make good on its attack. By reserving this spell until your foes are badly wounded, you maximize the effect of the damage they cannot escape.
</RulesElement>
  <RulesElement name="Arcane Recall" type="Power" internal-id="ID_FMP_POWER_12763" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:32 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_3061,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> You seek the arcane power within yourself, grasping and rebuilding the shards of a spell still echoing in your mind. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 22 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You regain the use of one of your expended wizard utility powers of level 16 or lower. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3061 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
In the epic tier, your arcane knowledge begins to extend beyond spellcasting and into the makeup of magic itself. By casting arcane recall, you gather the residual energy of spells you previously cast and restore them to your mind, effectively trading a higher-level utility power for access to a wider range of magic.
</RulesElement>
  <RulesElement name="Charm of False Heroism" type="Power" internal-id="ID_FMP_POWER_12764" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:33 PM">
    <Category> ID_FMP_CLASS_FEATURE_3062,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,23 </Category>
    <Flavor> Your magic twists your enemy's loyalties, turning it into your eager vassal and accomplice. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 23 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> You slide the target up to 6 squares, and it is dazed and immobilized until the end of your next turn. Until the end of your next turn, whenever a creature enters a square adjacent to the target, you can use an opportunity action to force the target to make a melee basic attack against that creature as a free action. </specific>
    <specific name="Miss"> You slide the target up to 6 squares, and it is immobilized until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3062 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This spell forces a creature to do your bidding in combat, and it is useful for forcing an enemy to disrupt its own allies' formation and tactics. However, because charm of false heroism does no direct harm to its target, unscrupulous wizards sometimes use the spell to direct an ally in the thick of combat.
</RulesElement>
  <RulesElement name="Delayed Blast Fireball" type="Power" internal-id="ID_FMP_POWER_12765" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 5:26:57 PM">
    <Category> ID_FMP_CLASS_FEATURE_3063,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_INTERNAL_CATEGORY_MINOR_ACTION,25 </Category>
    <Flavor> You gather elemental energy and fuse it into an orb of pure arcane essence. The longer you hold it, the greater its power becomes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_12766 </specific>
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Evocation </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You create a small orb of energy that hovers by you until the end of your next turn. While the orb persists, you can use the secondary power. Once you do so, the orb is destroyed. </specific>
    <specific name="Sustain Minor"> The orb persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3063 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12766 </specific>
    <rules>
      <grant name="ID_FMP_POWER_12766" type="Power" />
    </rules>
Foes that recognize your prowess with evocation spells learn to time their attacks to avoid the brunt of your arcane power. Delayed blast fireball stymies their efforts to second-guess your attack, allowing you to hold the deadly power of this spell to maximize its devastating potential.
</RulesElement>
  <RulesElement name="Delayed Blast Fireball Secondary Power" type="Power" internal-id="ID_FMP_POWER_12766" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 5:26:50 PM">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 5d8 + Intelligence modifier fire damage, plus 1d8 fire damage for each round you have sustained the orb (maximum 3d8). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_12765 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Mind of Rage" type="Power" internal-id="ID_FMP_POWER_12767" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:35 PM">
    <Category> ID_FMP_CLASS_FEATURE_3063,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
    <Flavor> With a howl of mindless anger, your foe succumbs to all its fury, fear, and pain—then unleashes its rage against its own allies. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Fear </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Effect"> The target is affected by mind of rage (save ends). This effect also ends if you or any of your allies attacks or deals damage to the target. While the target is affected by mind of rage, at the start of its turn it charges a creature of your choice as a free action. The charge attack gains a +4 power bonus to the attack roll and the damage roll. In addition, when an ally of the target ends its turn adjacent to the target, the target makes a melee basic attack against that ally as a free action. </specific>
    <specific name=" Aftereffect"> The target is dazed until the end of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3063 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
Enemies that tear up the battlefield with devastating charge attacks have that tactic turned against them by this powerful enchantment. Mind of rage transforms your foe into a deadly weapon, its fury dragging it across the battlefield like a puppet in your hands.
</RulesElement>
  <RulesElement name="Phantasmal Dread" type="Power" internal-id="ID_FMP_POWER_12769" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:50 PM">
    <Category> ID_FMP_CLASS_FEATURE_3064,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> You draw forth your enemy's greatest fears, wracking the foe with pain and holding it at bay. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 27 </specific>
    <specific name="Keywords"> Arcane, Fear, Illusion, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d10 + Intelligence modifier psychic damage, and the target cannot willingly move closer to you until the end of your next turn. </specific>
    <specific name="Effect"> The target takes a -4 penalty to attack rolls until the end of your next turn, or until it has moved at least 5 squares farther away from you than it was when you used this power. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3064 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
By tapping your foe's deepest fears, you are able to wrap yourself in the guise of those fears. This spell is cast most effectively against a powerful melee combatant that you cannot shake. The terror you unleash wracks your enemy with pain and can drop it in its tracks. However, even a foe that shakes off your attack remains overcome by your enchantment, unable to close with you as you slip away.
</RulesElement>
  <RulesElement name="False Reality" type="Power" internal-id="ID_FMP_POWER_12770" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:51 PM">
    <Category> ID_FMP_CLASS_FEATURE_3065,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> Your enemy is suddenly transfixed by the bliss of a pleasant dream, ignoring the tumult of battle as your allies close in for the kill. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is helpless and stunned (save ends both). </specific>
    <specific name=" Aftereffect"> 4d10 + Intelligence modifier psychic damage. </specific>
    <specific name="Miss"> The target is dazed until the end of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3065 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
At the apex of the illusion-wielder's art, false reality lets you drown your enemy in its own dreams and desires. Lost within its thoughts, your helpless foe can make no effort to defend itself from you and your allies. Even worse for your enemy, the process of shaking off this effect tears at its mind with a psychic shock.
</RulesElement>
  <RulesElement name="Otto's Twisting Tune" type="Power" internal-id="ID_FMP_POWER_12772" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:52 PM">
    <Category> ID_FMP_CLASS_FEATURE_3106,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> Your magic reaches deep into the target's heart and mind to twist its allegiances. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> You slide the target up to its speed. The target then makes a melee basic attack against a creature of your choice as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. </specific>
    <specific name="Effect"> The target is dazed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3106 </specific>
The legendary wizard Otto made a career of melding music and arcane spellcraft. This spell creates a discordant tune that echoes through a victim's mind, forcing it to do your bidding. Moreover, even after your control is broken, the victim is unable to fully react—a prime target for you and your allies.
</RulesElement>
  <RulesElement name="Otto's Song of Fidelity" type="Power" internal-id="ID_FMP_POWER_12773" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:52 PM">
    <Category> ID_FMP_CLASS_FEATURE_3107,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 </Category>
    <Flavor> As you speak, each creature that hears you feels the power of your magic, forcing it to become an eager vassal to your will. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Requirement"> You must be outside a combat encounter. </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Effect"> The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
	If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
	On a failed saving throw, the target treats you as a trusted friend for 6 hours. It truthfully answers all questions you ask, and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
	If you or any of your allies attacks the target or any of its allies, the effect ends on that target. Afterward, the target doesn't remember that you used this power against it. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3107 </specific>
Otto was a thoroughly capricious individual, and he was not above making friends and new allies with the help of this signature spell. More than one of Otto's many apprentices recalls being suddenly inspired to undertake some mischievous (though rarely dangerous) task on the wizard's behalf.
</RulesElement>
  <RulesElement name="Otto's Inevitable Command" type="Power" internal-id="ID_FMP_POWER_12774" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:53 PM">
    <Category> ID_FMP_CLASS_FEATURE_3108,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Flavor> You speak a word of power, compelling your enemy to heed your will. Even if it resists you this time, your magic continues to echo in its mind. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> The target is dominated until the end of your next turn. If you or any of your allies attacks the target or any of its allies, or if the target makes an attack, takes damage, or causes one of its allies to take damage, this effect ends. In addition, at the start of each of the target's turns, you can slide it up to 6 squares as a free action. </specific>
    <specific name=" Sustain Standard"> The dominated condition persists until the end of your next turn, subject to the same ending conditions as above. </specific>
    <specific name="Miss"> You do not expend this power. If you use it on the same target before the end of the encounter, you gain a +2 power bonus to the attack roll. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3108 </specific>
Otto found that certain strains of music consistently inspired a physical response. This spell builds on that principle, creating a wave of dominating magic that inevitably crumbles a victim's resolve. Each time a creature shrugs off your attempt to control it, your song of command becomes more insistent in response.
</RulesElement>
  <RulesElement name="Kelgore's Undeniable Fire" type="Power" internal-id="ID_FMP_POWER_12775" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:54 PM">
    <Category> ID_FMP_CLASS_FEATURE_3109,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> You whisper the words of the undeniable fire, causing your enemy to be scoured by elemental flame from the inside out. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> 10 + Intelligence modifier fire damage. </specific>
    <specific name="Special"> If the implement used with this power has an enhancement bonus, add that bonus to the damage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3109 </specific>
The wizard Kelgore's arcane knowledge was matched only by his unbounded rages. This spell is said to be the product of one such fit (prompted by a troublesome fey intent on teleporting away with Kelgore's spellbooks). Like magic missile, this spell hits with perfect accuracy, and it is favored by those who know they won't have the chance for a second shot.
</RulesElement>
  <RulesElement name="Kelgore's Well of Power" type="Power" internal-id="ID_FMP_POWER_12776" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:54 PM">
    <Category> ID_FMP_CLASS_FEATURE_3110,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> You draw arcane energy into your body, straining beyond your physical limits to unleash devastating power. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must have at least one healing surge remaining. </specific>
    <specific name="Effect"> You spend a healing surge but do not regain any hit points. Instead, the next time you make an attack with a wizard attack power or a wizard paragon path attack power before the end of your next turn, the attack deals 2d10 extra damage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3110 </specific>
Kelgore was a frail, scrawny specimen, making his fits of anger all the more comical. Disdainful of physical strength, he created this spell to trade vitality for pure arcane might.
</RulesElement>
  <RulesElement name="Kelgore's Rain of Fire" type="Power" internal-id="ID_FMP_POWER_12777" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:55 PM">
    <Category> ID_FMP_CLASS_FEATURE_3111,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Flavor> With a shout, you draw down elemental fire to scour the battlefield like an endless rain. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement, Zone </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d10 + Intelligence modifier fire damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. While the zone persists, you can take the following actions. </specific>
    <specific name=" Standard action"> Each creature in the zone takes 10 + Intelligence modifier fire damage. </specific>
    <specific name=" Move Action"> You move the zone up to 3 squares. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3111 </specific>
When Kelgore's wrath reached its peak, it touched off a rage that endured even after his most powerful spells were exhausted. In the aftermath, the foul-tempered wizard developed this spell, determined to unleash destruction that would last as long as his fury.
</RulesElement>
  <RulesElement name="Nolzur's Shade Spell" type="Power" internal-id="ID_FMP_POWER_12778" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:55 PM">
    <Category> ID_FMP_CLASS_FEATURE_3112,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,11 </Category>
    <Flavor> You create an illusion of a spell you have studied, duplicating its effect so perfectly that illusion becomes reality. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Choose a wizard encounter attack power in your spellbook of up to 7th level. You can use a shade version of that power once before the end of the encounter. The shade power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3112 </specific>
The legendary wizard Nolzur was obsessed with formulating illusion spells capable of creating tangible effects and objects that would persist in the real world. This spell was the first step in his research, channeling illusion magic to recreate the effects of other spells.
</RulesElement>
  <RulesElement name="Nolzur's Phantom Vigor" type="Power" internal-id="ID_FMP_POWER_12779" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:56 PM">
    <Category> ID_FMP_CLASS_FEATURE_3113,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> Your magic creates the illusion of soothing warmth and boundless vigor, granting an ally the energy to fight on. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane, Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> You or one ally; the target must have a healing surge </specific>
    <specific name="Effect"> The target loses a healing surge and gains temporary hit points equal to his or her healing surge value. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3113 </specific>
The power of divine magic to mend wounds and banish disease fascinated Nolzur. He created this spell in an attempt to prove that his arcane illusions could mimic even the most potent effects of other magic, creating a useful alternative to the healing of other classes.
</RulesElement>
  <RulesElement name="Nolzur's Phantom Spell" type="Power" internal-id="ID_FMP_POWER_12780" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/12/2010 1:30:56 PM">
    <Category> ID_FMP_CLASS_FEATURE_3114,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Flavor> Your mastery of illusion is such that your magic bends reality and perception in equal measure. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Illusion </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Choose a wizard encounter attack power or a wizard daily attack power in your spellbook of up to 19th level. You can use a phantom version of that power once before the end of the encounter. The phantom power gains the illusion keyword. If it targets a defense, it targets Will instead of the defense the power normally targets. It is otherwise identical to the original power, including action type and usage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3114 </specific>
Nolzur eventually found other challenges to distract him from his quest to duplicate magic of any sort using the power of illusion. However, this spell confirms the lasting legacy of that research, and is the most potent part of many an illusion mage's spell arsenal.
</RulesElement>
  <!-- Wizard sub-class Powers, Red Box Starter Set -->
  <RulesElement name="Stone Blood" type="Power" internal-id="ID_FMP_POWER_13741" source="Red Box Starter Set" revision-date="10/12/2010 1:30:16 PM">
    <Category> ID_FMP_CLASS_FEATURE_3038,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Your enemy's blood hardens, slowing its movement and causing excruciating pain. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Transmutation </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn. 
Level 21: 2d6 + Intelligence modifier damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3038 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This spell was created by dwarven transmuters from Gardazin Hold during orc invasions. The dwarven wizards used this to slow the hordes destructive advance.
</RulesElement>
  <RulesElement name="Leaden Transmutation" type="Power" internal-id="ID_FMP_POWER_13743" source="Red Box Starter Set" revision-date="10/12/2010 1:30:19 PM">
    <Category> ID_FMP_CLASS_FEATURE_3039,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You send a bolt of arcane energy at your foe, which deals damage and makes your foe's feet feels like blocks of lead. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Transmutation </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier damage </specific>
    <specific name="Effect"> The target is slowed and can't shift until the end of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3039 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
This spell was developed by gnomes as harmless trick...
</RulesElement>
<RulesElement name="Slimy Transmutation" type="Power" internal-id="ID_FMP_POWER_13742" source="Red Box Starter Set">
  <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
  <Flavor> A billowing cloud of greenish fog surrounds your foe. When the fog dissipates, your enemy is gone, and an ugly toad stands in its place. </Flavor>
  <specific name="Power Usage"> Daily </specific>
  <specific name="Display"> Wizard Attack 1 </specific>
  <specific name="Keywords"> Arcane, Implement, Polymorph, Transmutation </specific>
  <specific name="Action Type"> Standard Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Attack"> Intelligence vs. Fortitude </specific>
  <specific name="Hit"> The target turns into a Tiny toad (save ends). </specific>
  <specific name="Miss"> The target turns into a Tiny toad until the end of its next turn. </specific>
  <specific name="Effect"> As a toad, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends. </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Power Type"> Attack </specific>
You curse your enemy to change into the shape of a harmless, bloated, ugly frog, unable to attack or to defend itself.
</RulesElement>
  <!-- Wizard Powers, Heroes of Shadow -->
  <RulesElement name="Disrupt Undead" type="Power" internal-id="ID_FMP_POWER_13970" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> A simple gesture causes the darkness powering and protecting an undead creature to unravel. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility </specific>
    <specific name="Keywords"> Arcane, Necromancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One undead creature </specific>
    <specific name="Effect"> The target's necrotic resistance, if any, is reduced by 5 until the end of your turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Feature </specific>
Necromancy makes extensive use of necrotic energy, a deathly power associated with the Shadowfell. Since undead creatures are often inured to this energy, necromancers learn to circumvent that resistance.
</RulesElement>
  <RulesElement name="Spook" type="Power" internal-id="ID_FMP_POWER_13971" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_FMP_CLASS_FEATURE_2870,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> You gather the shadows to yourself, so that when you speak, your words drip with menace. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility </specific>
    <specific name="Keywords"> Arcane, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You would make an Intimidate check. </specific>
    <specific name="Effect"> You instead make an Arcana check and use that result to determine the outcome of the Intimidate check. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2870 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_722 </specific>
	<specific name="Power Type"> Feature </specific>
One does not peer into the darkness and emerge unscathed. When you use this spell, shadows flicker around you, giving your words sinister weight.
</RulesElement>
  <RulesElement name="Restless Dead" type="Power" internal-id="ID_FMP_POWER_13972" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Agitated bones break free from the ground to scrabble and claw at your enemy. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One nonflying creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 1d8 + Intelligence modifier damage. The squares adjacent to the target become a zone that lasts until the end of your next turn. The ground of the zone is difficult terrain for your enemies.
	Level 21: 2d8 + Intelligence modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Corpses are rarely still in the presence of a necromancer. Casting this spell animates bones already in the soil, tasking them to lash out at an enemy. Sometimes the bones are skeletal claws, but more often they are flailing bird skeletons, skittering mouse bones, or the remains of another woodland or field animal. On the rare occasion that an area is devoid of bones, spectral claws rise from the ground to do the necromancer's bidding.
</RulesElement>
  <RulesElement name="Rotting Doom" type="Power" internal-id="ID_FMP_POWER_13973" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You hold up your hand, palm out, and release pale wisps to infect your foes with horrid decay. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 1d8 + Intelligence modifier necrotic damage. If the target is undead, it also gains vulnerable 5 to all damage until the start of your next turn.
	Level 21: 2d8 + Intelligence modifier necrotic damage. </specific>
    <specific name="Effect"> The target cannot regain hit points until the start of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
The rotting doom spell weakens a creature's structural bindings, causing them to break down until its flesh sloughs away. Creatures killed by this spell are reduced to quivering, jellied masses.
</RulesElement>
  <RulesElement name="Scare" type="Power" internal-id="ID_FMP_POWER_13974" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You blast an area, drawing resolve from your foes until they shrink back in abject terror. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Fear, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d8 + Intelligence modifier psychic damage, and the target cannot make opportunity attacks against you until the end of your next turn.
	Level 21: 2d8 + Intelligence modifier psychic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Fear is a powerful weapon in a nethermancer's arsenal. Scare drains away courage, leaving dread in its place. Those affected cannot bring themselves to attack you when you drop your guard, allowing you to pass by unscathed.
</RulesElement>
  <RulesElement name="Unraveling Dart" type="Power" internal-id="ID_FMP_POWER_13975" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One or two creatures </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
	Level 21: 2d4 + Intelligence modifier damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Anyone who dabbles in shadow can sense a faint malevolent awareness in its magical currents. The unraveling dart spell demonstrates this malicious quality. Shadowy projectiles transform in mid-flight, becoming whatever type of energy the wizard's target tolerates least.
</RulesElement>
  <RulesElement name="Darkening Flame" type="Power" internal-id="ID_FMP_POWER_13976" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You toss a blazing sphere of shadow-infused fire against your enemies. Where it detonates, it blackens flesh and soul. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier necrotic damage. </specific>
    <specific name="Effect"> Each creature adjacent to the target takes fire damage equal to your Intelligence modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Infusing a spell with shadow power threatens the target's body and soul. When you cast darkening flame, you hurl a ball of black fire that erupts in a flash when it strikes an enemy.
</RulesElement>
  <RulesElement name="Twilight Falls" type="Power" internal-id="ID_FMP_POWER_13977" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> You weave draining shadow energy into an oppressive gloom that dims your enemies' senses. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d6 + Intelligence modifier psychic damage. If the target is in the origin square, the target is also dazed until the end of your next turn. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. When any enemy in the zone attacks a creature, the creature has partial concealment against that enemy. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
This spell blasts enemies' minds, leaving shadow-stained substance in the area. A wave of swirling shadows hinders your foes' attacks.
</RulesElement>
  <RulesElement name="Ray of Fatigue" type="Power" internal-id="ID_FMP_POWER_13978" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> A pale gray beam leaps from your fingertip and drains strength from your foe. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude. You have combat advantage against the target if it is bloodied. </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier necrotic damage, and the target is weakened (save ends). </specific>
    <specific name="Miss"> Half damage, and the target is weakened until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Nethermancers have little need for raw destructive magic, preferring instead to leach vitality and strength from their foes. The ray of fatigue spell concentrates raw shadow into a beam that overwhelms a target with weariness.
</RulesElement>
  <RulesElement name="Spirit Rend" type="Power" internal-id="ID_FMP_POWER_13979" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> You weave a dire spell that tears at your enemies' spirits and holds the undead at bay. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
	If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Necromancy studies both life and death, but many of its spells concern just one or the other. Spirit rend releases raw necrotic energy that scorches living creatures' animating spirits and drives back the undead.
</RulesElement>
  <RulesElement name="Lifetaker" type="Power" internal-id="ID_FMP_POWER_13980" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2 </Category>
    <Flavor> You crook your finger and snatch a soul as it struggles free from its body. It screams as you draw forth its energy. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 2 </specific>
    <specific name="Keywords"> Arcane, Necromancy, Shadow </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Trigger"> A nonminion living creature dies within 5 squares of you. </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> The target gains temporary hit points equal to his or her healing surge value. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
This spell catches a departing soul or spirit and wrings the energy from it. Necromancers can use this energy to bolster themselves or an ally. Some sages believe the spell was created by Vecna when he was mortal; witnessing it in action does little to dispel such rumors.
</RulesElement>
  <RulesElement name="Summon Shadow Serpent" type="Power" internal-id="ID_FMP_POWER_4106" source="Arcane Power,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:20:08 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> Shadows flicker at your feet, swirl before you, and coalesce into the form of a black serpent. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 2 </specific>
    <specific name="Keywords"> Arcane, Shadow, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You summon a shadow serpent in an unoccupied square within range. The creature is an ally to you and your allies.
	The serpent lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the serpent to command it. When you command the serpent, the two of you share knowledge but not senses.
	When the serpent makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
	The serpent lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
The summon shadow serpent spell gives a wizard the ability to assess the battlefield from the viewpoint of a small shadowy ally.
</RulesElement>
  <RulesElement name="Cordon of Bones" type="Power" internal-id="ID_FMP_POWER_13982" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> Bones tear from your enemies and spring up from the ground to form a jagged cordon. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 3 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
You wrench bones from your foes and from the ground to erect a jagged barricade. The shards catch and tear at the flesh of anyone trying to pass through the cordon.
</RulesElement>
  <RulesElement name="Ebony Razors" type="Power" internal-id="ID_FMP_POWER_13983" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
    <Flavor> You hurl blinding shadows, then solidify them into warding shards of psychic energy. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 3 </specific>
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier psychic damage. </specific>
    <specific name="Effect"> Until the end of your next turn, you have partial concealment, and when an adjacent enemy hits you with an attack, that enemy takes 5 psychic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 3 </specific>
    <specific name="Power Type"> Attack </specific>
By spinning shadows into psychic daggers, you discourage enemies from pressing their attacks.
</RulesElement>
  <RulesElement name="Summon Shadow Servant" type="Power" internal-id="ID_FMP_POWER_13984" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,5 </Category>
    <Prereqs> Necromancy Expert or Nethermancy Expert </Prereqs>
    <print-prereqs> You must have the Expert Mage benefit associated with necromancy or nethermancy. </print-prereqs>
    <Flavor> The shadows swirl and coalesce into a dark creature that awaits your command. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 5 </specific>
    <specific name="Keywords"> Arcane, Shadow, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Prerequisite"> You must have the Expert Mage benefit associated with necromancy or nethermancy. </specific>
    <specific name="Effect"> You summon a creature associated with your necromancy or nethermancy Expert Mage benefit. The creature appears in an unoccupied space within range, and it is an ally to you and your allies.
	The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, the two of you share knowledge but not senses.
	When the creature makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
	The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you use a minor action to dismiss it or until you use this power again. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
Using this spell, necromancers and nethermancers summon servants from the realm of the dead, creatures that can accompany their masters until dismissed or destroyed. Because of this fact, such a wizard is rarely seen without a shadowy creature at his or her side.
</RulesElement>
  <RulesElement name="Darklight" type="Power" internal-id="ID_FMP_POWER_13985" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> Purple flame appears over your head, though only you and your companions can see it. By its guidance, you can find your way. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 6 </specific>
    <specific name="Keywords"> Arcane, Shadow, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. You and your allies have darkvision while in the zone. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
The darklight power calls forth shadow substance and ignites it. In the amethyst glimmer, you can see clearly. Still, darklight does not spoil the darkness, because it sheds no illumination.
</RulesElement>
  <RulesElement name="Shadow Investiture" type="Power" internal-id="ID_FMP_POWER_13986" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6 </Category>
    <Flavor> You draw energy from the shadow staining your soul to help others navigate the darkness. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 6 </specific>
    <specific name="Keywords"> Arcane, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> Until the end of the encounter, each target has darkvision and necrotic resistance equal to 5 + your Wisdom modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
Creatures affected by shadow investiture undergo a pronounced transformation. Their pallor becomes ashen, their eyes darken to glossy black, and menace radiates from them as darkness suffuses their being.
</RulesElement>
  <RulesElement name="Ghoul Strike" type="Power" internal-id="ID_FMP_POWER_13987" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,7 </Category>
    <Flavor> You make a slashing motion against an enemy, causing darkness to bind it and filling the air around it with a charnel stench. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 7 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee 1 or Ranged 5  </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d6 + Intelligence modifier necrotic damage, and the target is immobilized until the end of your next turn. The attack creates a zone in a burst 2 centered on the target. The zone lasts for as long as the target is immobilized by this power. Any creature (except you) that ends its turn in the zone takes 5 necrotic damage, and it grants combat advantage while in the zone. </specific>
    <specific name="Miss"> The power is not expended. If you use it during your next turn against the same target, you gain a +2 bonus to the attack roll. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
Necromancers sometimes mold arcane magic to replicate an undead creature's capabilities. Ghoul strike offers a means to bind an enemy as if it had felt a ghoul's caress. Most living creatures find the stench rising from an afflicted creature too odious to endure.
</RulesElement>
  <RulesElement name="Murderous Twin" type="Power" internal-id="ID_FMP_POWER_13988" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:14:21 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
    <Flavor> You create a shadowy twin of your enemy, a murderous vestige that wreaks havoc on itself and its allies. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_13989 </specific>
    <specific name="Display"> Wizard Attack 7 </specific>
    <specific name="Keywords"> Arcane, Conjuration, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d10 + Intelligence modifier psychic damage. </specific>
    <specific name="Effect"> You conjure a murderous twin of the target in an unoccupied space adjacent to the target. The twin is the same size as the target. The twin remains until the end of your next turn and occupies its space. The target takes a -2 penalty to attack rolls while adjacent to its twin. You can use the secondary power against the target once before the twin vanishes. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 7 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_13989 </specific>
The Shadowfell is often described as the natural world's dark reflection. Its locations resemble those found in the world, but of a twisted and unseemly variety. If locations can be reflections, so too can people. This spell conjures a dark reflection of your foe.
</RulesElement>
  <RulesElement name="Murderous Twin (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_13989" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:01:45 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Trigger"> The target leaves a square adjacent to the twin or makes an attack. </specific>
    <specific name="Effect"> The twin vanishes and reappears in a square adjacent to the target and then makes the following attack against it. </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 5 + Intelligence modifier psychic damage, and the target is dazed until the end of its next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_13988 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Circle of Death" type="Power" internal-id="ID_FMP_POWER_13990" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
    <Flavor> You wave your hand and snuff out the lives of your enemies. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> The target takes necrotic damage equal to your level. It is also dazed, slowed, and weakened (save ends all). </specific>
    <specific name="Miss"> Half damage, and the target is slowed until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
With a simple command, a wizard lays waste to great swaths of creatures. The circle of death spell is not selective about who dies, claiming innocents with the guilty.
</RulesElement>
  <RulesElement name="Mirage Arcana" type="Power" internal-id="ID_FMP_POWER_13991" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 </Category>
    <Flavor> The terrain writhes and warps, reshaped into a sinister realm born from darkest nightmare. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack. </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
The mirage arcana spell overlays terrain with images that make the area appear twisted and grotesque. In the gathering shadows, dark things chitter, ephemeral ghosts flit from place to place, and whispering pollutes the air. Creatures caught in the mirage are overcome with despair.
</RulesElement>
  <RulesElement name="Umbral Leap" type="Power" internal-id="ID_FMP_POWER_13992" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Flavor> You vault the distance between one shadow and another. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane, Shadow, Teleportation </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must be in a square of dim light or darkness. </specific>
    <specific name="Effect"> You teleport up to 10 squares to a square of dim light or darkness. You don't need to see the destination space to teleport, but if you can't occupy that space, the teleportation is negated. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Some wizards believe that all shadows touch the Shadowfell and that they can bridge the distance between the worlds through the use of the proper spell. Umbral leap allows a wizard to slip through shadow, vanishing and reappearing some distance away. Although capable of covering a great distance, the spell requires a darkened destination square, limiting its utility in certain environments.
</RulesElement>
  <RulesElement name="Wall of Gloom" type="Power" internal-id="ID_FMP_POWER_13993" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 </Category>
    <Flavor> Darkness billows where you gesture, forming an opaque curtain. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane, Nethermancy, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 8 within 10 squares </specific>
    <specific name="Effect"> The wall creates a zone that lasts until the end of your next turn. The zone can be up to 4 squares high. The zone is heavily obscured, and squares adjacent to it are lightly obscured. The zone is difficult terrain, and creatures (except you) are blinded while they are entirely in the zone. </specific>
    <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
The wall of gloom spell cloaks a region of the battlefield in darkness. It's believed the spell was first created by drow to cover their movements when raiding unsuspecting villages on the surface. The spell is a useful tool for either defense or skulduggery.
</RulesElement>
  <RulesElement name="Blackening Pyre" type="Power" internal-id="ID_FMP_POWER_13994" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> A blazing wind swirls through your foes, carrying with it the screams of the damned. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 13 </specific>
    <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier fire and necrotic damage, and you can slide the target 1 square. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire and necrotic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
This fearsome spell calls down a column of flaming souls. The fiery entities shriek and wail as they whirl around your enemies, their flames burning more than flesh. In a moment, the souls are gone, but lingering fire recalls their horrid fury.
</RulesElement>
  <RulesElement name="Dark Gathering" type="Power" internal-id="ID_FMP_POWER_13995" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
    <Flavor> A black mote appears in your enemies' midst and explodes outward, projecting a wave of shadow to fog your foes' senses. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 13 </specific>
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 1d10 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the origin square of the burst, the target is also blinded until the end of your next turn. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured to your enemies. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Power Type"> Attack </specific>
The singularity that this spell creates is raw, concentrated shadow energy. Unstable, it detonates and spreads a darkening wave. Foes in its path are subjected to the nightmarish influence of the Shadowfell.
</RulesElement>
  <RulesElement name="Enervation" type="Power" internal-id="ID_FMP_POWER_13996" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> Crackling black energy leaps from your fingertip to leach life from a creature. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude. If the target is bloodied, you have combat advantage for this attack. </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier necrotic damage. In addition, the target is slowed, is weakened, and takes a -1 penalty to attack rolls, all defenses, skill checks, and ability checks (save ends all). </specific>
    <specific name=" Each Failed Saving Throw"> The penalty worsens by 1 (maximum -4 penalty). </specific>
    <specific name="Miss"> Half damage, and the target is weakened until the end of your next turn. </specific>
    <specific name="Effect"> You gain temporary hit points equal to your healing surge value. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
Epitomizing the insidious nature of nethermancy, this spell infects a creature with spirit-draining energy and transfers that energy to the wizard. A creature touched by the beam experiences numbing fatigue as its spirit swiftly decays.
</RulesElement>
  <RulesElement name="Soul Puppets" type="Power" internal-id="ID_FMP_POWER_6960" source="Dragon Magazine 372,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:23:48 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> You reach out and crush your foes' animating spirits, manipulating their limbs like a puppeteer. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Charm, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 4d8 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). If the target is undead, it takes no damage, and it is dominated instead of immobilized (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
One of the more malevolent necromancer spells, soul puppets wrenches creatures' spirits horrifically. A wizard can also use the spell to exert influence over the undead, compelling their obedience.
</RulesElement>
  <RulesElement name="Dancing Shadows" type="Power" internal-id="ID_FMP_POWER_13998" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16 </Category>
    <Flavor> You gather darkness and fling it at an ally in need. Once the shadows have done their job, they leap again to hide another ally. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 16 </specific>
    <specific name="Keywords"> Arcane, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Trigger"> You or an ally within 10 squares of you is hit by a melee or a ranged attack. </specific>
    <specific name="Target"> The character who was hit </specific>
    <specific name="Effect"> The target gains partial concealment until the end of his or her next turn. </specific>
    <specific name=" Aftereffect"> One ally within 5 squares of the target gains partial concealment until the end of his or her next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Darkness leaps from one ally to another when you cast the dancing shadows spell. The gloom might be enough to turn a strike into a miss.
</RulesElement>
  <RulesElement name="Soul Harvest" type="Power" internal-id="ID_FMP_POWER_13999" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_FREE_ACTION,16 </Category>
    <Flavor> You catch a bit of vitality from a dying creature and twist it to your own purposes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 16 </specific>
    <specific name="Keywords"> Arcane, Healing, Necromancy, Shadow </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Trigger"> You reduce a living enemy to 0 hit points with necrotic damage. </specific>
    <specific name="Target"> You or one ally in the burst </specific>
    <specific name="Effect"> The target regains hit points equal to your level and can make a saving throw against one effect that a save can end. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
This spell harvests a remnant of life from a dying enemy to give your ally a second chance.
</RulesElement>
  <RulesElement name="Horrific Shadow" type="Power" internal-id="ID_FMP_POWER_14000" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> You gather shadow into a monstrous horror that obscures you and bites at the minds of any creature within reach. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 17 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier psychic damage. </specific>
    <specific name="Effect"> Until the end of your next turn, you are invisible, and any creature that ends its turn adjacent to you takes psychic damage equal to 5 + your Intelligence modifier. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
With this spell, you draw shadows together and animate them to form a horned nightmare.
</RulesElement>
  <RulesElement name="Soul Blight" type="Power" internal-id="ID_FMP_POWER_14001" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
    <Flavor> A chiming sound presages a ring of black, roiling flames that leaves death in its wake. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 17 </specific>
    <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier fire and necrotic damage. If the creature is undead, it takes no damage. It is instead dominated until the end of your next turn. </specific>
    <specific name="Effect"> Each target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 17 </specific>
    <specific name="Power Type"> Attack </specific>
Vile black flames leap from you to scourge your enemies with necromantic power. Once the pain has passed, the spell lingers, burdening enemies with dread.
</RulesElement>
  <RulesElement name="Acererak's Apotheosis" type="Power" internal-id="ID_FMP_POWER_14002" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> You become a vision of death as you infuse your body with shadow—your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 22 </specific>
    <specific name="Keywords"> Arcane, Necromancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must have at least one healing surge. </specific>
    <specific name="Effect"> You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
	• Darkvision
	• Immunity to disease and poison
	• Necrotic resistance equal to 10 + one-half your level </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
Acererak is the most famous of those wizards whose long focus on death culminated in immortality as a lich. Few wizards have the courage to complete similar unholy rituals, but necromancers have learned the value that such a transformation provides, even if it lasts only minutes at a time.
</RulesElement>
  <RulesElement name="Wraithform" type="Power" internal-id="ID_FMP_POWER_14003" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> Your body darkens and dissolves into shadowy substance, transforming you into living shadow. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Utility 22 </specific>
    <specific name="Keywords"> Arcane, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of your next turn, you have a fly speed of 6 (hover) and are insubstantial and phasing. </specific>
    <specific name="Sustain Minor"> The effect persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
Wizards who dabble in shadow magic do so at great risk to their souls; they bargain away part of themselves to acquire dark magic. True masters, however, take this liability and turn it into an advantage. A wizard under the effect of wraithform becomes a creature of pure shadow, little more than billowing darkness held in a vague humanoid shape.
</RulesElement>
  <RulesElement name="Animate Shadows" type="Power" internal-id="ID_FMP_POWER_14004" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> Your enemies' shadows writhe and dance, awakened by a dread compulsion to torment your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 23 </specific>
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier necrotic damage. Until the end of your next turn, the first time the target moves without shifting on its turn, it takes necrotic damage equal to your Intelligence modifier, and you can slide it 1 square as a free action. </specific>
    <specific name="Effect"> Each target grants combat advantage until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
This spell infuses your enemies' shadows with a semblance of independence. The awakened shades loathe the living and turn their anger against the creatures they reflect.
</RulesElement>
  <RulesElement name="Vampiric Strike" type="Power" internal-id="ID_FMP_POWER_14005" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_9,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
    <Flavor> You sink psychic fangs into your foe so that when it suffers, you and your allies benefit. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 23 </specific>
    <specific name="Keywords"> Arcane, Healing, Implement, Necromancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee touch or Ranged 5  </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier psychic damage, and you regain hit points equal to half the damage dealt. </specific>
    <specific name="Effect"> The next time the target takes damage from an attack before the end of your next turn, you or one ally within 5 squares of you gains 10 temporary hit points. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Power Type"> Attack </specific>
When you cast vampiric strike, you create a malignant link with an enemy. As the enemy's life force flows out, you capture it to nourish yourself or an ally.
</RulesElement>
  <RulesElement name="Dooming Darkness" type="Power" internal-id="ID_FMP_POWER_14006" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:14:24 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
    <Flavor> You pierce reality's veil to let loose the dark lands' dread influence, spilling noisome shadow among your enemies and imprisoning them in impenetrable night. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_14007 </specific>
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 3 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 4d6 + Intelligence modifier necrotic damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain and is totally obscured. Any creature that ends its turn in the zone takes 15 necrotic and psychic damage. While the zone persists, you can use the secondary power at will. </specific>
    <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14007 </specific>  
The Shadowfell's bleakest reaches are inimical to life. Living beings lost in these lightless lands find their souls crippled by melancholy and their bodies plagued with rampant decay. The dooming darkness spell lets a wizard draw forth this horrid influence and use it to entrap enemies.
</RulesElement>
  <RulesElement name="Dooming Darkness (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_14007" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:01:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_OPPORTUNITY_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Opportunity Action </specific>
    <specific name="Attack Type"> Close burst 3 centered on the zone's origin square </specific>
    <specific name="Trigger"> An enemy leaves the zone on its turn. </specific>
    <specific name="Target"> The triggering enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 10 necrotic and psychic damage, and the target is pulled up to 2 squares toward the zone's origin square. </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_14006 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Finger of Death" type="Power" internal-id="ID_FMP_POWER_14008" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
    <Flavor> You point your finger and command your foe to die. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 10d6 + Intelligence modifier necrotic damage. If this damage bloodies the target, it takes 20 extra necrotic damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> If the power reduces the target to 20 hit points or fewer, the target drops to 0 hit points. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
The dreaded finger of death spell is the ultimate expression of a necromancer's power. The wizard merely has to point, and a target dies—or, at the very least, wishes it had.
</RulesElement>
  <RulesElement name="Blazing Death Storm" type="Power" internal-id="ID_FMP_POWER_14009" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,27 </Category>
    <Flavor> At your gesture, flame and death erupt in a storm. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 27 </specific>
    <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 4d6 + Intelligence modifier fire and necrotic damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 10 fire and necrotic damage. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
You use arcane magic to channel an elemental firestorm, infusing it with necrotic energy. Your foes burn and decay as the maelstrom of dark fire devours them.
</RulesElement>
  <RulesElement name="Impenetrable Gloom" type="Power" internal-id="ID_FMP_POWER_14010" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
    <Flavor> Your enemies are assaulted by fright and pain as billowing darkness erupts among them. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 27 </specific>
    <specific name="Keywords"> Arcane, Implement, Nethermancy, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 4d6 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn. If the target is in the burst's origin square, the target is also stunned until the end of your next turn. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is totally obscured to your enemies. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 27 </specific>
    <specific name="Power Type"> Attack </specific>
Although light does shine in the Shadowfell, certain areas of that dread realm shun illumination entirely. The impenetrable gloom spell calls on the darkness found in these places and traps your enemies in its insidious shadow.
</RulesElement>
  <RulesElement name="Energy Drain" type="Power" internal-id="ID_FMP_POWER_14011" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> An unwholesome beam of darkness impales your enemy and drains vital life from its spirit. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude. If the target is bloodied, it grants combat advantage to you for this attack. </specific>
    <specific name="Hit"> The target is stunned (save ends). </specific>
    <specific name=" Aftereffect"> The target is slowed and weakened and takes a -1 penalty to attack rolls, all defenses, skill checks, and ability checks (save ends all). </specific>
    <specific name=" Each Failed Saving Throw"> The penalty worsens by 1 (maximum -4 penalty). </specific>
    <specific name="Miss"> 3d10 + Intelligence modifier necrotic damage. </specific>
    <specific name="Effect"> You gain temporary hit points equal to your healing surge value. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
One of the darkest nethermancy spells in existence, energy drain captures a creature's spirit and saps it of all animating energy, giving the wizard the stolen strength and vitality. A creature struck by this spell reels as its spirit is pillaged; even when the spell ends, recovery is a long time in coming.
</RulesElement>
  <RulesElement name="Moilian Flames" type="Power" internal-id="ID_FMP_POWER_14012" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> You gather shadowstuff in your hands and hurl it at a foe. As it travels, it ignites with cold blue flames that greedily devour anything they touch. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Cold, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier cold and necrotic damage, and the target takes ongoing 20 cold and necrotic damage (save ends). The target takes a -2 penalty to saving throws against this ongoing damage. </specific>
    <specific name="Miss"> Half damage, and the target takes ongoing 15 cold and necrotic damage (save ends). </specific>
    <specific name="Effect"> At the end of each of your turns, each enemy adjacent to at least one creature taking ongoing damage from this power takes ongoing 15 cold and necrotic damage (save ends). </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
With its crumbling towers teetering on the brink of oblivion, Moil is one of the most terrifying places in the Shadowfell's depths. According to legend, Orcus f lung the accursed city from the world to shadow's edge, trapping its people in ice and death for all time. The Moilian people were said to be masters of shadow magic and had bargained away their souls for its power. Many of their advances have been lost, but a few spells of terrible power have managed to escape the city's frozen grasp.
</RulesElement>
  <RulesElement name="Nulathoe's Concussive Demise" type="Power" internal-id="ID_FMP_POWER_14013" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3744,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,11 </Category>
    <Flavor> A dying creature explodes with sudden destructive power. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Shadow </specific>
    <specific name="Action Type"> Immediate Reaction </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Trigger"> A creature dies within 10 squares of you. </specific>
    <specific name="Target"> Each creature in the burst centered on the triggering creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier necrotic damage. </specific>
    <specific name="Effect"> You push each target up to 3 squares away from the burst's origin square. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3744 </specific>
  </RulesElement>
  <RulesElement name="Nulathoe's Death Ward" type="Power" internal-id="ID_FMP_POWER_14014" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_3745,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> You weave a potent ward that thwarts death's cold touch. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane, Necromancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> Each target gains the following benefits until the end of the encounter.
	• Resist 10 necrotic
	• +2 power bonus to death saving throws and saving throws against effects that slow or weaken
	• Immunity to being turned into an undead creature </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3745 </specific>
  </RulesElement>
  <RulesElement name="Nulathoe's Undead Army" type="Power" internal-id="ID_FMP_POWER_14015" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3746,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Flavor> A motley host of animated flesh, bone, and teeth claw their way free from the earth, rising up in answer to your summons. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Necromancy, Shadow, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Area burst 5 within 20 squares </specific>
    <specific name="Requirement"> You must have at least one healing surge. </specific>
    <specific name="Effect"> You lose a healing surge. You then summon up to five undead soldier minions in unoccupied squares in the burst. They are allies to you and your allies.
	The soldiers lack actions of their own. Instead, you spend actions to command them mentally, choosing from the actions in their description. You must have line of effect to a particular soldier for it to respond to your commands. When you command a soldier, you and the soldier share knowledge but not senses.
	When a soldier makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
	Each soldier remains until you take an extended rest, until you dismiss it as a minor action, or until it drops to 0 hit points (which does not cause you to lose a healing surge). </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3746 </specific>
  </RulesElement>
  <RulesElement name="Evard's Wrenching Darkness" type="Power" internal-id="ID_FMP_POWER_14026" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3752,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> Darkness envelops an enemy and whisks it away, spreading bitter fear among your other foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Fear, Implement, Nethermancy, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 1d10 + Intelligence modifier psychic damage. You slide the target up to 5 squares, and the target is immobilized until the end of your next turn. </specific>
    <specific name="Effect"> After the attack, each enemy within 2 squares of the target is pushed up to 2 squares away from it and grants combat advantage until the start of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3752 </specific>
  </RulesElement>
  <RulesElement name="Evard's All-Seeing Worm" type="Power" internal-id="ID_FMP_POWER_14027" source="Player Essentials: Heroes of Shadow" revision-date="3/10/2011 12:51:49 PM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_3753,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> The writhing worm you hurl at your ally burrows into his or her flesh to create a tiny opening through which you can see. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One ally </specific>
    <specific name="Effect"> The target takes necrotic damage equal to your Intelligence modifier. Until the end of the encounter, while you have line of effect to the target, you can see as if you are in both your space and the target's, and when you use a wizard attack power or a wizard paragon path attack power, you can do so as if you were in either space, although you physically remain in yours. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3753 </specific>
  </RulesElement>
  <RulesElement name="Evard's Black Gate" type="Power" internal-id="ID_FMP_POWER_14029" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:14:27 PM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3754,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Flavor> A black disk yawns wide, expanding like an eye's pupil in the dark. From its dull surface emerge writhing black tentacles, which ensnare your foes and drag them into oblivion. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="_ChildPower"> ID_FMP_POWER_14030 </specific>
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Conjuration, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Area wall 2 within 10 squares </specific>
    <specific name="Effect"> You conjure a wall that lasts until the end of your next turn. The wall can be up to 2 squares high, and its squares are totally obscured. While in the wall, a creature is dazed and can attack only creatures adjacent to it. While the wall persists, you can use the secondary power at will. </specific>
    <specific name="Sustain Minor"> The wall persists until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3754 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14030 </specific>
  </RulesElement>
  <RulesElement name="Evard's Black Gate (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_14030" source="Player Essentials: Heroes of Shadow" revision-date="3/14/2011 12:01:52 PM">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Implement, Necrotic, Nethermancy, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 5 centered on a square of the wall </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier necrotic damage, and the target is pulled up to 2 squares toward the wall and into it, if possible. The target is restrained (save ends). </specific>
    <specific name="_Associated Feats" />
    <specific name="_ParentPower"> ID_FMP_POWER_14029 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
  </RulesElement>
  <!-- Shadow Shaper Paragon Path, Heroes of Shadow -->
  <RulesElement name="Shadow Shaper" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_837" source="Player Essentials: Heroes of Shadow" revision-date="4/8/2011 10:39:36 AM">
    <Prereqs> Wizard </Prereqs>
    <print-prereqs> Wizard, one or more illusion powers </print-prereqs>
    <specific name="Power Name" />
    <specific name="Trait Package" />
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_3788, ID_FMP_CLASS_FEATURE_3789, ID_FMP_CLASS_FEATURE_3790, ID_FMP_CLASS_FEATURE_3850, ID_FMP_CLASS_FEATURE_3851, ID_FMP_CLASS_FEATURE_3852 </specific>
    <specific name="Powers"> ID_FMP_POWER_14056,ID_FMP_POWER_14057,ID_FMP_POWER_14058 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14056,ID_FMP_POWER_14057,ID_FMP_POWER_14058 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_3788" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3789" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3850" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_3851" type="Class Feature" Level="12" />
      <grant name="ID_FMP_CLASS_FEATURE_3790" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_3852" type="Class Feature" Level="20" />
    </rules>
Illusions trick the mind to evoke physical results. You have found that the interplay of shadow and illusion makes spectral images into true threats. You delight in tricking both the minds and bodies of your foes, constantly blurring the line between what is illusion and what is real.
</RulesElement>
  <RulesElement name="Mind and Body" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3788" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> When you first begin to master shadow shaping, you learn to create illusions that have a visceral and physical effect on your foes. </Flavor>
    <specific name="Short Description"> Any illusion attack powers you use that target Will can target Fortitude instead </specific>
    <specific name="Level"> 11 </specific>
Any illusion attack powers you use that target Will can target Fortitude instead.
</RulesElement>
  <RulesElement name="Nightmares Made Real" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3789" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> By exerting the full force of your illusion and shadow powers, you can bring a single illusion completely to life, dealing a deadly assault to your foe's psyche and body. </Flavor>
    <specific name="Short Description"> Action point (1st-level at-will illusion attack power vs. single target): the attack deals maximum damage if it hits </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Nightmares Made Real:When you spend an action point to use a 1st-level at-will illusion attack power against a single target, the attack deals maximum damage if it hits." />
    </rules>
When you spend an action point to use a 1st-level at-will illusion attack power against a single target, the attack deals maximum damage if it hits.
</RulesElement>
  <RulesElement name="Night Terror" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3850" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 11 </Category>
    <Flavor> Wizards can cast spells that prey on a target's fear. No one brings that fear fully to life better than you do. </Flavor>
    <specific name="Short Description"> Gain the night terror power </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_14056 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14056 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14056" type="Power" />
    </rules>
You gain the night terror power.
</RulesElement>
  <RulesElement name="Night Terror" type="Power" internal-id="ID_FMP_POWER_14056" source="Player Essentials: Heroes of Shadow" revision-date="4/8/2011 10:36:32 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3850,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_837,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> You draw forth a nightmare from your foe's mind that leaves it vulnerable, and which acts as a conduit for your power. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shadow Shaper Attack 11 </specific>
    <specific name="Keywords"> Arcane, Fear, Illusion, Necrotic, Psychic, Shadow </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Effect"> The target takes necrotic and psychic damage equal to your Intelligence modifier, and it is dazed until the end of your next turn. You can use the target's space as the origin for the next close or melee implement attack power you use before the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3850 </specific>
  </RulesElement>
  <RulesElement name="Never-Ending Nightmare" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3851" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 12 </Category>
    <Flavor> By infusing your illusions with shadowstuff, you can extend their duration—and their deadly effect on your foes. </Flavor>
    <specific name="Short Description"> Gain the never-ending nightmare power </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_14058 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14058 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14058" type="Power" />
    </rules>
You gain the never-ending nightmare power.
</RulesElement>
  <RulesElement name="Never-Ending Nightmare" type="Power" internal-id="ID_FMP_POWER_14058" source="Player Essentials: Heroes of Shadow" revision-date="4/8/2011 10:38:04 AM">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_3851,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_837,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> By focusing on an illusion just about to fade, you imbue it with the power of shadow to ensure that your enemies' agony persists. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shadow Shaper Utility 12 </specific>
    <specific name="Keywords"> Arcane, Illusion, Shadow </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Choose an illusion effect you created that would end at the end of your current turn. The effect instead lasts until the end of your next turn. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3851 </specific>
  </RulesElement>
  <RulesElement name="Spectral Dominance" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3790" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 16 </Category>
    <Flavor> Your psychic presence is singularly powerful. Each assault you make against a creature's mind with your shadow illusions leaves that creature at your mercy. </Flavor>
    <specific name="Short Description"> Gain combat advantage vs. any enemy subject to the effect of any of your illusion attacks </specific>
    <specific name="Level"> 16 </specific>
While an enemy is subject to the effect of any of your illusion attacks, you gain combat advantage against that enemy.
</RulesElement>
  <RulesElement name="Nightscape" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3852" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <Category> 20 </Category>
    <Flavor> Your mastery of shadow and illusion lets you draw forth the foulest nightmares from the minds of your foes. As you turn the battlefield into a horrid dreamscape, your enemies must overcome their own worst fears to survive. </Flavor>
    <specific name="Short Description"> Gain the nightscape power </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_14057 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_14057 </specific>
    <rules>
      <grant name="ID_FMP_POWER_14057" type="Power" />
    </rules>
You gain the nightscape power.
</RulesElement>
  <RulesElement name="Nightscape" type="Power" internal-id="ID_FMP_POWER_14057" source="Player Essentials: Heroes of Shadow" revision-date="4/8/2011 10:39:13 AM">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_3852,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_837,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Flavor> Tendrils of shadow reach out to entwine your foes, shrouding them in the stuff of nightmares. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_SkillPower" />
    <specific name="Display"> Shadow Shaper Attack 20 </specific>
    <specific name="Keywords"> Arcane, Illusion, Implement, Psychic, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier psychic damage, and the target is dazed (save ends). </specific>
    <specific name="Miss"> Half damage, and the target is dazed until the end of your next turn. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain partial concealment while in the zone. </specific>
    <specific name="_Associated Feats" />
    <specific name="Class"> ID_FMP_PARAGON_PATH_837 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3852 </specific>
  </RulesElement>
  <!-- Wizard Powers, Dragon Magazine 391 -->
  <RulesElement name="Kelwyn's Devouring Fire" type="Power" internal-id="ID_FMP_POWER_13502" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:38 AM">
    <Category> ID_FMP_CLASS_FEATURE_3221,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,11 </Category>
    <Flavor> A sheet of flames roars forth from your hands, burning all in its path. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Enigmatic Mage Attack 11 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier fire damage. </specific>
    <specific name="Miss"> Half damage, or slide the target up to 4 squares and it must end the slide outside the blast. If it cannot end the slide outside the blast, it instead takes half damage. </specific>
    <specific name="Effect"> If you kill one or more creatures with this attack, all creatures in the blast take fire damage equal to 5 + your Constitution modifier. Apply this extra damage after attacking all the targets. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3221 </specific>
  </RulesElement>
  <RulesElement name="Kelwyn's Fiery Form" type="Power" internal-id="ID_FMP_POWER_13503" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:39 AM">
    <Category> ID_FMP_CLASS_FEATURE_3222,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 </Category>
    <Flavor> You become a creature of fire as you give both body and soul over to the power you command. For a few moments, it now commands you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Utility 12 </specific>
    <specific name="Keywords"> Arcane, Fire, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You transform into a humanoid creature of ash and fire. Until the end of the encounter, you gain immunity to fire and a power bonus to damage rolls with fire attacks equal to the number of targets of the attack. If one of those targets is an ally, the bonus increases by an additional +4. Creatures that end their turns adjacent to you take 5 + your Constitution modifier fire damage. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3222 </specific>
  </RulesElement>
  <RulesElement name="Kelwyn's Final Devastation" type="Power" internal-id="ID_FMP_POWER_13504" source="Dragon Magazine 391" revision-date="10/14/2010 9:22:41 AM">
    <Category> ID_FMP_CLASS_FEATURE_3223,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_724,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
    <Flavor> You gather and then channel fiery energy that chars your flesh as you unleash a blast of fire. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Enigmatic Mage Attack 20 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 10d10 + Intelligence modifier fire damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> You take damage equal to your bloodied value. This damage cannot be reduced in any way. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_724 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_3223 </specific>
  </RulesElement>
<!-- Dragon 401 Arcanist Playtest Material -->   
<RulesElement name="Spellstorm Mage" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_59" source="Player's Handbook" revision-date="8/27/2010 12:40:27 PM">
  <Prereqs> Wizard class </Prereqs>
  <print-prereqs> Wizard class </print-prereqs>
  <Flavor> “I stand in the center of a storm you cannot see, a storm of arcane spells waiting to be snatched from the maelstrom and used as I see fit.” </Flavor>
  <specific name="Power Name" />
  <specific name="Class Features"> ID_FMP_CLASS_FEATURE_545, ID_FMP_CLASS_FEATURE_546, ID_FMP_CLASS_FEATURE_651_PP_59 </specific>
  <specific name="Powers"> ID_FMP_POWER_1755,ID_FMP_POWER_1756,ID_FMP_POWER_1757 </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1755,ID_FMP_POWER_1756,ID_FMP_POWER_1757 </specific>
  <rules>
    <grant name="ID_FMP_CLASS_FEATURE_545" type="Class Feature" Level="16" />
    <grant name="ID_FMP_CLASS_FEATURE_546" type="Class Feature" Level="11" />
    <grant name="ID_FMP_CLASS_FEATURE_651_PP_59" type="Class Feature" Level="11" />
    <grant name="ID_FMP_POWER_1755" type="Power" Level="20" />
    <grant name="ID_FMP_POWER_1756" type="Power" Level="12" />
    <grant name="ID_FMP_POWER_1757" type="Power" Level="11" />
  </rules>
To you, the arcane energy flowing through the world is like a raging storm that only you can see. Moreover, you can shape and control this arcane storm to accomplish amazing things. The storm consists of individual spells, like each drop of rain in the maelstrom, and you can pluck these spells free and direct them as you will. You are a spellstorm mage, and you stand among the arcane torrent and use it to enhance the power that you wield.
   </RulesElement>
 <RulesElement name="Orb of Imposition" type="Power" internal-id="ID_FMP_POWER_5594" source="Player&apos;s Handbook" revision-date="8/27/2010 11:40:17 AM" >
      <Category> ID_FMP_CLASS_FEATURE_769,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
      <Flavor> Control wizards select this form of mastery because it helps extend the duration of their control effects. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Orb of Imposition  Power </specific>
      <specific name="Keywords"> Implement </specific>
      <specific name="Action Type"> Free Action </specific>
      <specific name="Attack Type" />
      <specific name="Effect"> On your turn, you can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. </specific>
      <specific name="Requirement"> You must wield an orb to use this ability. </specific>
      <specific name="_Associated Feats" />
      <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_769 </specific>
   </RulesElement>  
<RulesElement name="Cloud of Daggers" type="Power" internal-id="ID_FMP_POWER_1164" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:10 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Evocation, Force, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area 1 square within 10 squares </specific>
      <specific name="Target"> Each creature in square </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level. </specific>
      <specific name="Effect"> The power&apos;s area becomes a zone that lasts until the end of your next turn or until you end it as a minor action. Any creature that enters the zone or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). A creature can take this damage only once per turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>  
<RulesElement name="Scorching Burst" type="Power" internal-id="ID_FMP_POWER_1166" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:10 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> A vertical column of golden flames burns all within. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Fire, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Ray of Frost" type="Power" internal-id="ID_FMP_POWER_1167" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:11 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> A blisteringly cold ray of white frost streaks to your target. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Thunderwave" type="Power" internal-id="ID_FMP_POWER_1169" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:12 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> You create a whip-crack of sonic power that lashes up from the ground. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Implement, Evocation, Thunder </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 3 </specific>
      <specific name="Target"> Each creature in blast </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Chill Strike" type="Power" internal-id="ID_FMP_POWER_1171" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:12 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
      <Flavor> You create a bolt of frigid purple energy around your hand and send it hurtling toward your foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn. </specific>
	  <specific name="Miss"> The target is slowed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Force Orb" type="Power" internal-id="ID_FMP_POWER_465" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:32 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_69,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Force, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Primary Target"> One creature or object </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier force damage. Make a secondary attack. </specific>
      <specific name="	Secondary Attack Type"> Area burst 1 centered on the primary target </specific>
	  <specific name="	Secondary Target"> Each enemy other than the primary target </specific>
      <specific name="	Secondary Attack"> Intelligence vs. Reflex </specific>
      <specific name="	Hit"> 1d10 + Intelligence modifier force damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Icy Terrain" type="Power" internal-id="ID_FMP_POWER_1424" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:58 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier cold damage, and the target is knocked prone. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn or until you end it as a minor action. The ground of the zone is difficult terrain. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
<RulesElement name="Ray of Enfeeblement" type="Power" internal-id="ID_FMP_POWER_416" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:25 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_72,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
      <Flavor> You point three fingers at your foe, curling them like talons. Weird green mist streams from your enemy&apos;s flesh, carrying away its strength. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn. </specific>
	  <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
<RulesElement name="Acid Arrow" type="Power" internal-id="ID_FMP_POWER_464" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:32 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
      <Flavor> A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Acid, Arcane, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Primary Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). </specific>
      <specific name="Miss"> Half damage, and ongoing 2 acid damage to primary target (save ends). </specific>
	  <specific name="Effect"> Make a secondary attack. </specific>
	  <specific name="	Secondary Attack Type"> Area burst 1 centered on the primary target </specific>
	  <specific name="	Secondary Target"> Each enemy other than the primary target </specific>
      <specific name="	Secondary Attack"> Intelligence vs. Reflex </specific>
      <specific name="	Hit"> 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Flaming Sphere" type="Power" internal-id="ID_FMP_POWER_1435" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:02 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> You conjure a rolling ball of fire and control where it goes. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Conjuration, Evocation, Fire, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Effect"> You conjure a Medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack. </specific>
      <specific name="Target"> One creature adjacent to the flaming sphere </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d6 + Intelligence modifier fire damage. </specific>
      <specific name="Sustain Minor"> The sphere persists until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>   
<RulesElement name="Freezing Cloud" type="Power" internal-id="ID_FMP_POWER_185" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:07 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
      <Flavor> A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier cold damage. </specific>
      <specific name="Miss"> Half damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that enters the zone or starts its turn there takes 5 cold damage (a creature can take this damage only once per turn). </specific>
      <specific name="Sustain Minor"> The sphere persists until the end of your next turn. </specific>
	  <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement> 
<RulesElement name="Color Spray" type="Power" internal-id="ID_FMP_POWER_173" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:03 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
      <Flavor> A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 3 </specific>
      <specific name="Keywords"> Arcane, Implement, Evocation, Radiant </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each creature in blast </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>  
<RulesElement name="Fire Shroud" type="Power" internal-id="ID_FMP_POWER_2272" source="Player&apos;s Handbook" revision-date="8/27/2010 11:27:26 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
      <Flavor> With a subtle gesture, you wreathe nearby enemies in flames. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 3 </specific>
      <specific name="Keywords"> Arcane, Fire, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 3 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Icy Rays" type="Power" internal-id="ID_FMP_POWER_435" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:28 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,3 </Category>
      <Flavor> You fire two bolts of brilliant blue-white energy. A thin path of frost appears on the ground below each one before fading away. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 3 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Targets"> One or two creatures </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. </specific>
	  <specific name="Miss"> The target is slowed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Bigby&apos;s Icy Grasp" type="Power" internal-id="ID_FMP_POWER_1195" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:14 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
      <Flavor> You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 5 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Conjuration, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Effect"> You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. </specific>
      <specific name="Target"> One creature adjacent to the hand </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. </specific>
      <specific name="Sustain Minor"> A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Stinking Cloud" type="Power" internal-id="ID_FMP_POWER_67" source="Player&apos;s Handbook" revision-date="8/27/2010 11:21:53 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
      <Flavor> You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 5 </specific>
      <specific name="Keywords"> Arcane, Implement, Poison, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier poison damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there take 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares. </specific>
      <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Levitate" type="Power" internal-id="ID_FMP_POWER_32" source="Player&apos;s Handbook" revision-date="8/27/2010 11:21:49 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MOVE_ACTION,6 </Category>
      <Flavor> You hold out your hands, and suddenly you feel air beneath your feet. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Utility 6 </specific>
      <specific name="Keywords"> Arcane </specific>
      <specific name="Action Type"> Move Action </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Effect"> You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. 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. </specific>
      <specific name="Sustain Move"> 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. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Power Type"> Utility </specific>
   </RulesElement>
<RulesElement name="Fire Burst" type="Power" internal-id="ID_FMP_POWER_189" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:08 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,7 </Category>
      <Flavor> A fiery red bead streaks from your finger to the spot you indicate, where it bursts into a great ball of magical flame. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 7 </specific>
      <specific name="Keywords"> Arcane, Fire, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier fire damage. </specific>
	  <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Spectral Ram" type="Power" internal-id="ID_FMP_POWER_454" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:30 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,7 </Category>
      <Flavor> You seize your foe with unseen magical force and bash him against the ceiling and walls before dropping him to the ground and hurling him back. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 7 </specific>
      <specific name="Keywords"> Arcane, Force, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
	  <specific name="Hit"> 2d10 + Intelligence modifier force damage, and you push the target 3 squares and it is knocked prone. </specific>
      <specific name="Miss"> You push the target up to 3 squares. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Winter&apos;s Wrath" type="Power" internal-id="ID_FMP_POWER_1430" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
      <Flavor> You raise your hand, and an icy blizzard rains down mercilessly upon an area you designate. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 7 </specific>
      <specific name="Keywords"> Arcane, Evocation, Cold, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier cold damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. The zone is lightly obscured, and any creature that starts its turn in the zone takes cold damage equal to your Intelligence modifier. A creature can take this damage only once per turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Lightning Serpent" type="Power" internal-id="ID_FMP_POWER_480" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:34 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
      <Flavor> A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 9 </specific>
      <specific name="Keywords"> Arcane, Implement, Evocation, Lightning, Poison </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). </specific>
      <specific name="Miss"> Half damage, and the target is slowed (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Mordenkainen&apos;s Sword" type="Power" internal-id="ID_FMP_POWER_419" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:26 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 </Category>
      <Flavor> You invoke a sword of crackling golden force that slashes and stabs furiously at the creature you indicate. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 9 </specific>
      <specific name="Keywords"> Arcane, Evocation, Conjuration, Force, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Effect"> You conjure a sword of force in an unoccupied square within range, and it lasts until the end of your next turn. You then make the following attack. As a move action, you can move the sword adjacent to another creature within range. </specific>
      <specific name="Target"> One creature adjacent to the sword </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier force damage. </specific>
      <specific name="Sustain Minor"> The sword persists until the end of your next turn, and you make the attack again. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Wall of Fire" type="Power" internal-id="ID_FMP_POWER_722" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:52 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 </Category>
      <Flavor> A blazing wall of flame erupts from the ground at your command. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 9 </specific>
      <specific name="Keywords"> Arcane, Conjuration, Fire, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area wall 8 within 10 squares </specific>
      <specific name="Effect"> You conjure a wall of fire that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. Any creature that enters the wall or starts its turn there takes 3d6 + Intelligence modifier fire damage (a creature can take this damage only once per turn). The wall blocks line of sight. Each square of movement that includes one or more squares of the wall costs 3 extra squares of movement. </specific>
      <specific name="Sustain Minor"> The wall persists until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Frostburn" type="Power" internal-id="ID_FMP_POWER_150" source="Player&apos;s Handbook" revision-date="8/27/2010 11:21:59 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
      <Flavor> You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 13 </specific>
      <specific name="Keywords"> Arcane, Evocation, Cold, Fire, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier cold and fire damage. </specific>
      <specific name="Effect"> The burst creates a zone of difficult terrain that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that starts its turn in the zone takes 5 cold and fire damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 13 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Mesmeric Hold" type="Power" internal-id="ID_FMP_POWER_436" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:29 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,13 </Category>
      <Flavor> You immobilize your foes by commanding them to remain still. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 13 </specific>
      <specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Targets"> One, two, or three creatures </specific>
      <specific name="Attack"> Intelligence vs. Will, one attack per target </specific>
      <specific name="Special"> If you target only one creature with this power, you gain a +4 power bonus to the attack roll. </specific>
      <specific name="Hit"> 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn. </specific>
	  <specific name="Miss"> The target is slowed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 13 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Prismatic Burst" type="Power" internal-id="ID_FMP_POWER_1179" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:12 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,13 </Category>
      <Flavor> You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 13 </specific>
      <specific name="Keywords"> Arcane, Evocation, Implement, Radiant </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn. </specific>
	  <specific name="Miss"> Until the end of the target&apos;s next turn, creatures have partial concealment against the target. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 13 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Thunderlance" type="Power" internal-id="ID_FMP_POWER_172" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:03 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,13 </Category>
      <Flavor> A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 13 </specific>
      <specific name="Keywords"> Arcane, Evocation, Implement, Thunder </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each creature in blast </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares. </specific>
	  <specific name="Miss"> You push the target up to 4 squares. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 13 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Bigby&apos;s Grasping Hands" type="Power" internal-id="ID_FMP_POWER_434" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:28 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
      <Flavor> Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Conjuration, Evocation, Force, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Effect"> You conjure two 5-foot-tall hands of force, each in a different unoccupied square within range. The hands occupy their squares, and they last until the end of your next turn.
When the hands appear, you make the following attack with each hand. While a hand persists, you can use a move action to move the hand to a square adjacent to a creature within range and command the hand to attack that creature. In addition, if each hand has a creature grabbed during your turn and the creatures are within 5 squares of each other, you can use a standard action to slam the hands together, pulling each of the creatures 2 squares to squares adjacent to each other, and those creatures each take 2d10 + Intelligence modifier force damage. Each hand then returns to its original square, pulling its grabbed creature with it. </specific>
      <specific name="Targets"> One or two creatures </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. </specific>
      <specific name="Sustain Minor"> The hands persist until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Blast of Cold" type="Power" internal-id="ID_FMP_POWER_175" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:04 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
      <Flavor> You create a tremendous blast of supernatural cold, freezing your enemies. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Evocation, Cold, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each enemy in blast </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends). </specific>
      <specific name="Miss"> Half damage, and the target is slowed (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Otiluke&apos;s Resilient Sphere" type="Power" internal-id="ID_FMP_POWER_418" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:26 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
      <Flavor> You trap your enemy in a transparent, immobile globe of impenetrable force. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Evocation, Conjuration, Force, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> You conjure a sphere of force that fills the target&apos;s entire space until the end of your next turn. The target is immo-bilized and can&apos;t attack anything outside its own space. Creatures outside the sphere can&apos;t attack the target, and the sphere blocks objects and creatures attempting to pass through it. 
	The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points. </specific>
      <specific name="Sustain Minor"> If your attack roll was successful, you can sustain the sphere. </specific>
      <specific name="Miss"> The target is immobilized (save ends). </specific>
      <specific name="Special"> If you target yourself or a willing ally, you automatically hit. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Prismatic Beams" type="Power" internal-id="ID_FMP_POWER_36" source="Player&apos;s Handbook" revision-date="8/27/2010 11:21:50 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
      <Flavor> Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Evocation, Fire, Implement, Poison </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each enemy in blast </specific>
      <specific name="Attack"> Intelligence vs. Fortitude, Reflex, Will </specific>
      <specific name="Special"> You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. </specific>
	  <specific name="Hit"> 2d6 + Intelligence modifier fire damage and ongoing 5 fire damage (save ends) if the attack hits the target's Reflex defense. The target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends) if the attack hits the target's Fortitude defense. The target is dazed (save ends) if the attack hits the target's Will defense. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Combust" type="Power" internal-id="ID_FMP_POWER_184" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:06 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,17 </Category>
      <Flavor> You cause several foes to spontaneously burst into flame. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 5d6 + Intelligence modifier fire damage. </specific>
	  <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Crushing Titan&apos;s Fist" type="Power" internal-id="ID_FMP_POWER_187" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:08 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
      <Flavor> You clench your fist, and crushing force seizes your targets like the fist of an invisible titan. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Evocation, Force, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. Each square of movement that includes one or more squares of the zone costs 4 extra squares of movement. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Force Volley" type="Power" internal-id="ID_FMP_POWER_1180" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:13 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
      <Flavor> Silvery missiles spring from your fingertips and streak across the battlefield, striking your enemies with staggering force. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Evocation, Force, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Targets"> One, two, or three creatures </specific>
      <specific name="Attack"> Intelligence vs. Reflex, one attack per target </specific>
      <specific name="Special"> If you target only one creature with this power, you gain a +4 power bonus to the attack roll. </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Ice Tomb" type="Power" internal-id="ID_FMP_POWER_1181" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:13 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
      <Flavor> You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Evocation, Cold, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn. </specific>
      <specific name="Miss"> The target is slowed until the end of your next turn. </specific>
	  <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Acid Wave" type="Power" internal-id="ID_FMP_POWER_177" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:04 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
      <Flavor> A wave of acid dissolves all creatures that stand before you. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 19 </specific>
      <specific name="Keywords"> Acid, Arcane, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each creature in blast </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends). </specific>
      <specific name="Miss"> Half damage, and ongoing 5 acid damage (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 19 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Cloudkill" type="Power" internal-id="ID_FMP_POWER_190" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:08 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 </Category>
      <Flavor> Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 19 </specific>
      <specific name="Keywords"> Arcane, Implement, Poison, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 5 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier poison damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes 10 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 3 squares. </specific>
      <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 19 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Evard&apos;s Black Tentacles" type="Power" internal-id="ID_FMP_POWER_181" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:05 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 </Category>
      <Flavor> Wriggling, ebon tentacles of necrotic energy erupt from the ground, grasping toward every creature within reach. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 19 </specific>
      <specific name="Keywords"> Arcane, Implement, Nethermancy, Necrotic, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 3 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). </specific>
      <specific name="Effect"> The burst creates a zone of difficult terrain that lasts until the end of your next turn. Whenever a creature enters the zone, you can use an opportunity action to make the attack against that creature. </specific>
      <specific name="Sustain Minor"> The zone persists, and each creature within the zone takes 10 necrotic damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 19 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Mordenkainen&apos;s Mansion" type="Power" internal-id="ID_FMP_POWER_2276" source="Player&apos;s Handbook" revision-date="8/27/2010 11:27:27 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 </Category>
      <Flavor> You trace the outline of a door, and a shimmering portal appears, leading to a space accessible only by you and your allies. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Utility 22 </specific>
      <specific name="Keywords"> Arcane, Conjuration </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee touch </specific>
      <specific name="Effect"> You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it&apos;s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 22 </specific>
      <specific name="Power Type"> Utility </specific>
   </RulesElement>
<RulesElement name="Acid Storm" type="Power" internal-id="ID_FMP_POWER_183" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:06 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
      <Flavor> You create a thick black cloud filled with pelting drops of acid. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 23 </specific>
      <specific name="Keywords"> Acid, Arcane, Evocation, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 4 within 10 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier acid damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. The zone is heavily obscured and blocks line of sight. Any creature that enters the zone or starts its turn there takes 10 acid damage (a creature can take this damage only once per turn). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Thunderclap" type="Power" internal-id="ID_FMP_POWER_1185" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:14 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,23 </Category>
      <Flavor> You tap your staff on the ground, and a peal of thunder rocks and stuns a distant enemy. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 23 </specific>
      <specific name="Keywords"> Arcane, Implement, Evocation, Thunder </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 3d10 + Intelligence modifier thunder damage, and the target is stunned until the end of your next turn. </specific>
	  <specific name="Miss"> The target is dazed until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Elemental Maw" type="Power" internal-id="ID_FMP_POWER_119" source="Player&apos;s Handbook" revision-date="8/27/2010 11:21:56 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
      <Flavor> You call up a spinning vortex of elemental energy that inexorably draws everything around it toward seeming destruction. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 25 </specific>
      <specific name="Keywords"> Arcane, Implement, Teleportation, Zone ; Acid, Cold, Fire, Lightning and Thunder </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 4 within 20 squares </specific>
      <specific name="Effect"> The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that enters the origin square of the zone or ends its turn there takes 10 acid, cold, fire, lightning, and thunder damage. You must then teleport the creature to a square within 20 squares of you that is outside the zone. The creature then falls prone, and it is dazed until the start of your next turn. When the zone appears, make the following attack. </specific>
	  <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 6d6 + Intelligence modifier acid, cold, fire, lightning, and thunder damage, and the target is pulled up to 2 squares toward the zone&apos;s origin square. </specific>
      <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 25 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Maze" type="Power" internal-id="ID_FMP_POWER_417" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:25 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
      <Flavor> You trap an enemy in an extradimensional vault resembling a maze. He vanishes from sight, caught in your maze until he can find an escape. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 25 </specific>
      <specific name="Keywords"> Arcane, Implement, Psychic, Enchantment </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 3d12 + Intelligence modifier psychic damage. </specific>
      <specific name="Effect"> The target is removed from play. At the end of each of its turns, the target makes an Intelligence check against your Will. On a success, the target returns to play in the space it last occupied or in the nearest unoccupied space of its choice, if that space is occupied. On each failure, the target gains a cumulative +5 bonus to the check. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 25 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Necrotic Web" type="Power" internal-id="ID_FMP_POWER_2277" source="Player&apos;s Handbook" revision-date="8/27/2010 11:27:28 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_39,ID_FMP_CATEGORY_72,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
      <Flavor> You cover your enemies in a giant web made from strands of black, life-draining energy. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 25 </specific>
      <specific name="Keywords"> Arcane, Implement, Necrotic, Necromancy, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 3 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). </specific>
      <specific name="Effect"> The burst creates a zone of difficult terrain that lasts until the end of the encounter. Any creature that starts its turn in the zone takes 4d6 necrotic damage, and it is slowed (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 25 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Black Fire" type="Power" internal-id="ID_FMP_POWER_2278" source="Player&apos;s Handbook" revision-date="8/27/2010 11:27:28 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_72,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,27 </Category>
      <Flavor> A blast of crackling black fire erupts from your hand, charring the flesh and burning the souls of your foes. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close blast 5 </specific>
      <specific name="Target"> Each enemy in blast </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 6d6 + Intelligence modifier fire and necrotic damage. </specific>
	  <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Confusion" type="Power" internal-id="ID_FMP_POWER_186" source="Player&apos;s Handbook" revision-date="8/27/2010 11:22:07 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
      <Flavor> You magically compel your enemy to attack its ally. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One enemy </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 3d10 + Intelligence modifier psychic damage. </specific>
      <specific name="Effect"> At the start of the target&apos;s next turn, you can use a free action to slide it a number of squares equal to its speed. It then makes a basic attack against a creature of your choice as a free action. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
In an echo of the magic of the Feywild from which this spell was first crafted, confusion allows you to impose your will upon an enemy. A more powerful form of control than mere domination, this spell lets you force your foe to move and attack, leaving it out of position and vulnerable.
   </RulesElement>
<RulesElement name="Forcecage" type="Power" internal-id="ID_FMP_POWER_1187" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:14 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,27 </Category>
      <Flavor> Around your foe you erect an invisible cage made of unbreakable bars of force, effectively imprisoning it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Force, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d10 + Intelligence modifier force damage. The target is confined in the forcecage until the end of your next turn. While confined, it is immobilized, grants combat advantage, and cannot gain line of effect against nonadjacent enemies. </specific>
      <specific name="Miss"> Half damage, and the target is slowed until the end of your next turn. </specific>
	  <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Greater Ice Storm" type="Power" internal-id="ID_FMP_POWER_2280" source="Player&apos;s Handbook" revision-date="8/27/2010 11:27:29 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
      <Flavor> A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 29 </specific>
      <specific name="Keywords"> Arcane, Evocation, Cold, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 5 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 4d8 + Intelligence modifier cold damage, and the target is immobilized (save ends). </specific>
      <specific name="Miss"> Half damage, and the target is slowed (save ends). </specific>
      <specific name="Effect"> The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 29 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Forceful Retort" type="Power" internal-id="ID_FMP_POWER_1613" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:52 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_29,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
      <Prereqs> Battle Mage </Prereqs>
      <Flavor> The power and certainty of your words knock your enemies off their feet. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Battle Mage Attack 11 </specific>
      <specific name="Keywords"> Arcane, Evocation, Force, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 1 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 3d8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_29 </specific>
      <specific name="Level"> 11 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Closing Spell" type="Power" internal-id="ID_FMP_POWER_1615" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:53 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_29,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
      <Prereqs> Battle Mage </Prereqs>
      <Flavor> You save the best for last—a devastating display of pure elemental power that your enemies aren&apos;t likely to see again. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Battle Mage Attack 20 </specific>
      <specific name="Keywords"> Arcane, Implement ; Varies </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
	  <specific name="Special"> Choose cold, fire, lightning, or thunder. Your choice determines the power&apos;s damage type. </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d10 + Intelligence modifier damage of the chosen damage type or 8d10 damage of the same damage type if you have no other daily attack powers remaining. </specific>
      <specific name="Miss"> Half damage. </specific>
	  <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_29 </specific>
      <specific name="Level"> 20 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Destructive Salutation" type="Power" internal-id="ID_FMP_POWER_1624" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:55 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_31,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
      <Prereqs> Blood Mage </Prereqs>
      <Flavor> You greet your enemies with a psychic wave that scrambles their minds and leaves them stunned. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Blood Mage Attack 20 </specific>
      <specific name="Keywords"> Arcane, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 3 within 20 squares </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both). </specific>
      <specific name="Miss"> Half damage, no ongoing damage, and the target is stunned until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_31 </specific>
      <specific name="Level"> 20 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Storm Cage" type="Power" internal-id="ID_FMP_POWER_1757" source="Player&apos;s Handbook" revision-date="8/27/2010 11:26:22 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_59,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
      <Prereqs> Spellstorm Mage </Prereqs>
      <Flavor> You trap your enemies in a cage made of lightning and filled with roaring thunder. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Spellstorm Mage Attack 11 </specific>
      <specific name="Keywords"> Arcane, Conjuration, Implement, Lightning, Thunder </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier lightning and thunder damage. </specific>
      <specific name="Effect"> You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). The wall is 1 square high. Any creature that enters the wall or starts its turn adjacent to it takes 10 lightning damage (a creature can take this damage only once per turn). Each square of movement that includes 1 or more squares of the wall costs 1 extra square of movement. The wall does not grant cover or concealment. It lasts until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_59 </specific>
      <specific name="Level"> 11 </specific>
      <specific name="Power Type"> Attack </specific>
</RulesElement>
<RulesElement name="Maelstrom of Chaos" type="Power" internal-id="ID_FMP_POWER_1755" source="Player&apos;s Handbook" revision-date="8/27/2010 11:26:22 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_59,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
      <Prereqs> Spellstorm Mage </Prereqs>
      <Flavor> Arcane winds and a hailstorm of force energy surrounds you, battering your enemies and teleporting them from one place to another </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Spellstorm Mage Attack 20 </specific>
      <specific name="Keywords"> Arcane, Evocation, Force, Implement, Teleportation </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 3d8 + Intelligence modifier force damage, and you can teleport the target to a location of your choice within the burst. </specific>
      <specific name="Miss"> Half damage, and no teleportation. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_59 </specific>
      <specific name="Level"> 20 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="The One Sword" type="Power" internal-id="ID_FMP_POWER_1620" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:54 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_32,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_70,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
      <Prereqs> Wizard of the Spiral Tower </Prereqs>
      <Flavor> Your blade flashes with the twilight power of the Feywild as you strike your foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard of the Spiral Tower Attack 11 </specific>
      <specific name="Keywords"> Arcane, Enchantment, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee weapon </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2[W] + Intelligence modifier damage. Make a secondary attack against the target. </specific>
      <specific name="	Secondary Attack"> Intelligence vs. Will </specific>
      <specific name="	Hit"> The target is dazed until the end of your next turn, and this power is not expended. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_32 </specific>
      <specific name="Level"> 11 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Shape the Dream" type="Power" internal-id="ID_FMP_POWER_1621" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:54 AM" >
      <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,12 </Category>
      <Prereqs> Wizard of the Spiral Tower </Prereqs>
      <Flavor> You alter reality slightly, so that an attack your foe assumed it had made didn&apos;t actually happen. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard of the Spiral Tower Utility 12 </specific>
      <specific name="Keywords"> Arcane </specific>
      <specific name="Action Type"> Immediate Interrupt </specific>
      <specific name="Attack Type"> Personal  </specific>
      <specific name="Trigger"> You are hit by an attack against your Will defense </specific>
      <specific name="Effect"> The attack has no effect on you. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_32 </specific>
      <specific name="Level"> 12 </specific>
      <specific name="Power Type"> Utility </specific>
   </RulesElement>
   <RulesElement name="Corellon&apos;s Blade" type="Power" internal-id="ID_FMP_POWER_1622" source="Player&apos;s Handbook" revision-date="8/27/2010 11:25:54 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_32,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
      <Prereqs> Wizard of the Spiral Tower </Prereqs>
      <Flavor> You swing your glowing longsword around you, striking nearby enemies with the flat of the blade and banishing them into the Feywild. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard of the Spiral Tower Attack 20 </specific>
      <specific name="Keywords"> Arcane, Enchantment, Radiant, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 1 </specific>
      <specific name="Target"> Each enemy in burst you can see </specific>
      <specific name="Attack"> Intelligence + 4 vs. Will </specific>
      <specific name="Hit"> 3[W] + Intelligence modifier radiant damage. In addition, the target is transported to a remote but nonthreatening corner of the Feywild until the end of your next turn. Return the creature to its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). </specific>
      <specific name="Miss"> Half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_32 </specific>
      <specific name="Level"> 20 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
<RulesElement name="Bolstering Blood" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_506" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:04 PM" >
      <Flavor> Pain is power. Your suffering adds weight to your spells, improving their potency at the expense of your own vitality. When you slash yourself, the blood released mingles with arcane magic to intensify your spell&apos;s effects. </Flavor>
	  <Category> 11 </Category>
      <specific name="Short Description"> Deal self 1d10 or 2d10 damage to deal that much extra damage </specific>
      <specific name="Level"> 11 </specific>
You learn to turn your own pain into additional pain for your enemies. When you use a wizard encounter attack power, a wizard daily attack power, or a blood mage attack power that deals damage, you can, once per turn as a free action just prior to using the power, deal either a minor wound or a severe wound to yourself.
A minor wound deals 1d10 damage to you.
A severe wound deals 2d10 damage to you.
You then gain a bonus to the damage roll against one of the power&apos;s targets (your choice). The bonus equals the damage you dealt to yourself.
   </RulesElement>
<RulesElement name="Burning Blood" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_460" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:04 PM" >
      <Flavor> Your very vitality is a weapon. When you pause to recover from your injuries, your foes shriek from mental anguish, while those touched by your magic erupt in eldritch flames. </Flavor>
	  <Category> 16 </Category>
      <specific name="Short Description"> Second wind deals foes within 10 squares ongoing 10 damage if they are already suffering from an effect a save can end. </specific>
      <specific name="Level"> 16 </specific>
When you use your second wind, each enemy within 10 squares of you takes ongoing 10 fire damage (save ends), but only if that enemy is subject to an effect that a save can end.
   </RulesElement>
<RulesElement name="Extra Damage Action (Spellstorm Mage)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_651_PP_59" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:04 PM" >
      <Category> 11 </Category>
      <specific name="Short Description"> When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of your next wizard or spellstorm mage attack during this turn. The bonus equals one-half your level. </specific>
      <specific name="Level"> 11 </specific>
      <rules>
         <textstring name="Action Point" value="Extra Damage Action:When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of your next wizard or spellstorm mage attack during this turn. The bonus equals one-half your level." />
      </rules>
When you spend an action point to take an extra action, you gain a power bonus to the damage rolls of your next wizard or spellstorm mage attack during this turn. The bonus equals one-half your level.
   </RulesElement>
<RulesElement name="Corellon&apos;s Implement" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_462" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:04 PM" >
      <Flavor> Wizards of the Spiral Tower uphold traditions established by Corellon himself. To honor their benefactor, the wizards master the longsword. The blade is more than a weapon, however; it is the implement through which they channel magic. </Flavor>
	  <Category> 11 </Category>
      <specific name="Short Description"> Use longsword as arcane implement you specialize in </specific>
      <specific name="Level"> 11 </specific>
      <rules>
         <select type="Class Feature" number="1" Category="Corellon&apos;s Implement" />
      </rules>
You gain proficiency with the longsword as an implement. In addition, if you have the Arcane Implement Mastery class feature, the benefits you gain from that feature for one implement, such as a staff or a wand, can be used with a longsword.
   </RulesElement>
<RulesElement name="Spiral Tower Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_686" source="Player&apos;s Handbook" revision-date="10/5/2010 1:47:04 PM" >
      <Flavor> You learn to hold arcane energy in your weapon, retaining it for future use. When the need is great, you can reclaim this energy to power one of your spells. </Flavor>
	  <Category> 11 </Category>
      <specific name="Short Description"> Can spend action point to regain a wizard encounter attack power </specific>
      <specific name="Level"> 11 </specific>
      <rules>
         <textstring name="Action Point" value="Spiral Tower Action:You can spend an action point to regain the use of one wizard encounter attack power that you have already used during this encounter, instead of taking an extra action." />
      </rules>
You can spend an action point to regain the use of one wizard encounter attack power that you have already used during this encounter, instead of taking an extra action.
   </RulesElement>
<!--End Dragon 401 Arcanist Playtest Material -->   
  
  
<!-- Bladesinger Essential Class -->
  <RulesElement name="Bladesinger" type="Class" internal-id="ID_FMP_CLASS_883" source="Player Essentials: Neverwinter Campaign Guide">
    <Flavor> You realize the ultimate blending of swordplay and spellcasting, unleashing magic and making attacks with your blade with equal ease. </Flavor>
    <specific name="Key Abilities"> Intelligence, Dexterity </specific>
    <specific name="Implements"> Orbs, staffs, wands </specific>
    <specific name="Armor Proficiencies"> Cloth, leather </specific>
    <specific name="Weapon Proficiencies"> Simple melee, military melee, simple ranged, military ranged </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 12+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 5 </specific>
    <specific name="Healing Surges"> 7+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Blade Magic, Bladesinger Cantrips, Level 1 Bladesinger Daily Powers, Bladesinger's Spellbook, Bladesong, Bladespells, Guarded Flourish, Instinctive Attack, Magic Missile, Level 2 Bladesinger Utility Powers, Arcane Strike, Level 5 Bladesinger Daily Powers, Level 6 Bladesinger Utility Powers, Steely Retort, Level 9 Bladesinger Daily Powers, Level 10 Bladesinger Utility Powers, Unerring Bladespell, Level 15 Bladesinger Daily Powers, Level 16 Bladesinger Utility Powers, Level 19 Bladesinger Daily Powers, Level 22 Bladesinger Utility Powers, Bladespell Burst, Level 25 Bladesinger Daily Powers, Level 29 Bladesinger Daily Powers </specific>
    <specific name="Role"> Controller. </specific>
    <specific name="Power Source"> Arcane. </specific>
    <specific name="Supplemental"> Using a Weapon as an Implement
Like all bladesingers, you can channel magic through your chosen blade, treating it as an implement. When you use the weapon as an implement, it works like a normal implement, but you gain neither the weapon's proficiency bonus nor its nonmagical properties, such as high crit or versatile. A weapon's range and damage dice are usually irrelevant to implement powers, since such powers tend to specify their range and damage.
	If your chosen blade is magical and you use it as an implement, you can also use its enhancement bonus, critical hit effect, properties, and powers. However, some magic weapons have properties and powers that function only with weapon powers. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="Short Description"> You combine arcane might and martial prowess in age-old eladrin techniques, smiting foes with blade and spell. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_9 </specific>
    <specific name="_DisplayName"> Wizard (Bladesinger) </specific>
    <rules>
    <grant name="ID_INTERNAL_GRANTS_BLADESINGER" type="Grants" />
    <textstring name="_CLASSNAME" value="ID_FMP_CLASS_9 (ID_FMP_CLASS_883)" />
    <statadd name="_LEVEL-ONE-HPS" value="+12" />
    <statadd name="_PER-LEVEL-HPS" value="+5" />
    <statadd name="Healing Surges" value="+6" />
    <statadd name="Will Defense Class Bonus" value="+2" />
    <select type="Skill Training" number="3" Category="ID_FMP_CLASS_883" />
    </rules>  
Those who see a bladesinger in battle never forget the sight. Amid the chaos and blood, the bladesinger moves in an otherworldly dance. Spells and sword act as partners, matching awe-inspiring beauty with an awful deadliness. When the bladesinger engages in the true heart of the art, when the sword whirls through the air so swiftly that it keens and the air hums and whistles in chorus, when the bladesong has begun—then the bladesinger becomes something unreal, something timeless.
	According to legend, Corellon himself inspired and taught the first bladesinger. The techniques handed down as a gift from the leader of the elven deities have passed from one to another among the Tel'Quessir for untold generations, and though different styles evolved as eladrin and elves turned its power to suit their needs, none have improved upon the essential core of the art.
	The bladesinger wields a weapon one-handed, leaving the other free or using it to employ a wand that can be incorporated into the fighting style. This technique gives a bladesinger the speed and freedom of movement necessary for the dancelike motions of the various forms of martial art, which allow for both magical and physical attacks to flow freely.
	Few among the Tel'Quessir have the honor of being inducted into the bladesingers. One must have the mind necessary to be a great wizard, and also the agility of the greatest dancer. Yet those traits alone are not enough. A bladesinger is first and foremost devoted to the ways and the people of the Tel'Quessir, for that was the purpose of Corellon's gift.
	A bladesinger who has set out beyond the borders of a nation of the People must have had good cause. Adventuring bladesingers might seek out relics or locations of great meaning to the Tel'Quessir, or they could leave in order to guard a specific person or group against harm. A bladesinger might instead embark upon a quest to eliminate a threat to the People or to find and communicate with some long-lost branch of the race. In a more tragic case, a bladesinger might have failed in the duty to protect a community and be death-pledged to avenge it and restore his or her honor.
</RulesElement>
<RulesElement name="Bladesinger" type="Grants" internal-id="ID_INTERNAL_GRANTS_BLADESINGER" source="Player Essentials: Neverwinter Campaign Guide">
  <specific name="_SupportsID"> ID_FMP_CLASS_883 </specific>
  <rules>
    <grant name="ID_FMP_ROLE_1" type="Role" />
    <grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
    <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
	<grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(LEATHER)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_MILITARY_MELEE" type="Proficiency" />
	<grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_MILITARY_RANGED" type="Proficiency" />
    <grant name="ID_INTERNAL_SKILL_TRAINING_ARCANA" type="Skill Training" />
    <grant name="ID_FMP_CLASS_FEATURE_4029" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4030" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4031" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4032" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4033" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4034" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4035" type="Class Feature" />
	<grant name="ID_FMP_CLASS_FEATURE_4036" type="Class Feature" />
	<grant name="ID_FMP_CLASS_FEATURE_3037" type="Class Feature" />
    <grant name="ID_FMP_CLASS_FEATURE_4037" type="Class Feature" Level="2" />
    <grant name="ID_FMP_CLASS_FEATURE_4038" type="Class Feature" Level="3" />
    <grant name="ID_FMP_CLASS_FEATURE_4039" type="Class Feature" Level="5" />
    <grant name="ID_FMP_CLASS_FEATURE_4040" type="Class Feature" Level="6" />
    <grant name="ID_FMP_CLASS_FEATURE_4041" type="Class Feature" Level="7" />
    <grant name="ID_FMP_CLASS_FEATURE_4042" type="Class Feature" Level="9" />
    <grant name="ID_FMP_CLASS_FEATURE_4043" type="Class Feature" Level="10" />
	<grant name="ID_FMP_CLASS_FEATURE_4047" type="Class Feature" Level="13" />
	<grant name="ID_FMP_CLASS_FEATURE_4048" type="Class Feature" Level="15" />
	<grant name="ID_FMP_CLASS_FEATURE_4050" type="Class Feature" Level="16" />
	<grant name="ID_FMP_CLASS_FEATURE_4051" type="Class Feature" Level="19" />
	<grant name="ID_FMP_CLASS_FEATURE_4054" type="Class Feature" Level="22" />
	<grant name="ID_FMP_CLASS_FEATURE_4055" type="Class Feature" Level="23" />
	<grant name="ID_FMP_CLASS_FEATURE_4056" type="Class Feature" Level="25" />
	<grant name="ID_FMP_CLASS_FEATURE_4057" type="Class Feature" Level="29" />
    <grant name="ID_INTERNAL_GRANTS_BLADESINGER_IMPLEMENTS" type="Grants" />
    <grant name="ID_INTERNAL_INTERNAL_ESSENTIALS_CLASS" type="Internal" />
    <grant name="ID_INTERNAL_COUNTSASCLASS_BLADESINGER" type="CountsAsClass" />
    <grant name="ID_INTERNAL_COUNTSASCLASS_WIZARD" type="CountsAsClass" />
  </rules>
</RulesElement>
<RulesElement name="Bladesinger Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_BLADESINGER_IMPLEMENTS" source="Player Essentials: Neverwinter Campaign Guide">
  <specific name="_SupportsID"> ID_FMP_CLASS_883 </specific>
  <rules>
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ORB)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
    <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" type="Proficiency" />
  </rules>
</RulesElement>
<RulesElement name="Bladesinger" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_Bladesinger" source="Player Essentials: Neverwinter Campaign Guide">
  <specific name="_SupportsID"> ID_FMP_CLASS_883 </specific>
You count as a bladesinger for meeting prerequisites.
</RulesElement>

<!-- Section: Class Features -->
<RulesElement name="Instinctive Attack" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4029" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> You have trained your body and your mind to work in concert so well that you can act without conscious thought. In your hands, a sword is no mere weapon. It becomes an extension of your deadly will. </Flavor>
  <specific name="Short Description"> Use Int instead of Str when making melee basic attacks with a weapon wielded in one hand </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <textstring name="melee basic:key ability" value="Strength,Intelligence" />
    <modify name="ID_INTERNAL_POWER_MELEE_BASIC_ATTACK" type="Power" Field="Instinctive Attack" value="When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll." />
  </rules>
When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.
</RulesElement>
<RulesElement name="Guarded Flourish" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4030" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> With a blade in your hand, you weave a defensive web of steel that allows you to hurl spells or weapons without fear of prerisal from nearby foes. </Flavor>
  <specific name="Short Description"> Your ranged and area attacks don't provoke opportunity attacks when you use 1-handed melee weapons; you gain a +2 shield bonus to AC with light/no armor and a one-handed melee weapon without shield </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_CS_ShortDescription"> Ranged and area attacks don&apos;t provoke when wielding one-handed weapon.  +2 to AC in light armor with no weapon or shield in off hand. </specific>
  <rules>
    <statadd name="Shield Bonus" value="+2" not-wearing="SLOT:off hand" />
    <statadd name="AC" value="+Shield Bonus" type="Shield" not-wearing="armor:heavy" wearing="weapon:one-handed" />
  </rules>
Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon.
In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.
</RulesElement>
<RulesElement name="Blade Magic" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4031" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> Your weapon becomes part of the magic you cast.  Just as a mage can direct spells with a wand, destructive magic can spew from the point of your sword </Flavor>
  <specific name="Short Description"> Choose a one-handed melee weapon you are proficient with for an implement; the weapon also counts as a wand </specific>
  <specific name="Level"> 1 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Class Feature" number="1" Category="Blade Magic" />
  </rules>
Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade.  You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it.  The weapon also counts as a wand for you, although it can be enchanted only as a weapon.
</RulesElement>
<RulesElement name="Bastard Sword [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_BASTARDSWORD" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with bastard sword </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a bastard sword as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Bastard sword" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a bastard sword as if it were a wand.
</RulesElement>
<RulesElement name="Broadsword [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_BROADSWORD" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with broadsword </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a broadsword as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Broadsword" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a broadswors as if it were a wand.
</RulesElement>
<RulesElement name="Chatkcha [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_CHATKCHA" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with chatkcha </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a chatkcha as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Catkcha" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a chatkcha as if it were a wand.
</RulesElement>
<RulesElement name="Cutting Wheel [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_CUTTINGWHEEL" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with cutting wheel </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a cutting wheel as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Cutting wheel" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a cutting wheel as if it were a wand.
</RulesElement>
<RulesElement name="Dagger [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_DAGGER" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with dagger </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a dagger as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Dagger" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a dagger as if it were a wand.
</RulesElement>
<RulesElement name="Drow Long Knife [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_DROWLONGKNIFE" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with drow long knife </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a drow long knife as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Drow long knife [Blade Magic]" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a drow long knife as if it were a wand.
</RulesElement>
<RulesElement name="Katar [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_KATAR" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with katar </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a katar as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Katar" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a katar as if it were a wand.
</RulesElement>
<RulesElement name="Khopesh [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_KHOPESH" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with khopesh </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a khopesh as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Khopesh" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a khopesh as if it were a wand.
</RulesElement>
<RulesElement name="Kukri [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_KUKRI" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with kukri </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a kukri as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Kukri" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a kukri as if it were a wand.
</RulesElement>
<RulesElement name="Longsword [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_LONGSWORD" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with longsword </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a longsword as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Longsword" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a longsword as if it were a wand.
</RulesElement>
<RulesElement name="Parrying Dagger [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_PARRYINGDAGGER" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with parrying dagger </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a parrying dagger as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Parrying dagger" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a parrying dagger as if it were a wand.
</RulesElement>
<RulesElement name="Puchik [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_PUCHIK" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with puchik </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a puchik as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Puchik" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a puchik as if it were a wand.
</RulesElement>
<RulesElement name="Rapier [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_RAPIER" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with rapier </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a rapier as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Rapier" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a rapier as if it were a wand.
</RulesElement>
<RulesElement name="Scimitar [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_SCIMITAR" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with scimitar </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a scimitar as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Scimitar" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a scimitar as if it were a wand.
</RulesElement>
<RulesElement name="Short Sword [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_SHORTSWORD" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with short sword </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a short sword as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Short sword" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a short sword as if it were a wand.
</RulesElement>
<RulesElement name="Sickle [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_SICKLE" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with sickle </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a sickle as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Sickle" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a sickle as if it were a wand.
</RulesElement>
<RulesElement name="Spiked Shield [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_SPIKEDSHIELD" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with spiked shield </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a spiked shield as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Spiked shield" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a spiked shield as if it were a wand.
</RulesElement>
<RulesElement name="Talenta Tengat [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_TENGAT" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with talenta tengat </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a talenta tengat as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Talenta tangat" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a talenta tangat as if it were a wand.
</RulesElement>
<RulesElement name="Tortoise Blade [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_TOROISEBLADE" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with tortoise blade </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a tortoise blade as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Tortoise blade" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a tortoise blade as if it were a wand.
</RulesElement>
<RulesElement name="Widow&apos;s Knife [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_WIDOWKNIFE" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with widow&apos;s knife </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a widow&apos;s knife as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Widow&apos;s knife" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a widow&apos;s knife as if it were a wand.
</RulesElement>
<RulesElement name="Wrist Razors [Blade Magic]" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_BS_WRISTRAZORS" source="Player Essentials: Neverwinter Campaign Guide" >
  <Prereqs> proficient with wrist razors </Prereqs>
  <Category> Blade Magic </Category>
  <specific name="Short Description"> You can use a wrist razors as if it were a wand </specific>
  <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4031 </specific>
  <rules>
     <modify name="Wrist razors" type="Weapon" Field="_ImplementEquiv" value="Wand" />
  </rules>
You can use a wrist razors as if it were a wand.
</RulesElement>
<RulesElement name="Bladesong" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4032" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> The bladesong lies at the heart of any bladesinger&apos;s craft.  Bladesingers describe it as a period of peace amid war, calm in chaosm and clarity in confusion. When you enter the bladesong, the world seems to slow even as, to an outside observer, your movements speed into a blur. Your concentration becomes absolute as mind and body, spell and sword meld into one perfection of form. Then your sword sings the dirge of your foes. </Flavor>
  <specific name="Short Description"> Gain the bladesong power </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Powers"> ID_FMP_POWER_14285 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_14285 </specific>  
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <grant name="ID_FMP_POWER_14285" type="Power" />
  </rules>
You gain the bladesong power
</RulesElement>
<RulesElement name="Bladesinger's Spellbook" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4033" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> Like other wizards, a bladesinger keeps a spellbook and prepares spells from it.  Your spellbook holds the most powerful spells you learn as you advance in level. </Flavor>
  <specific name="Short Description"> Gain bladesinger's spellbook </specific>
  <specific name="Level"> 1 </specific>
  <rules>
    <grant name="ID_NWC_POWER_BLADESINGERS_SPELLBOOK" type="Power" />
  </rules>

As you attain certain levels, you learn two new wizard powers and add them to your spellbook (two wizard utility powers at 2nd level, for instance). At the end of each of your extended rests, you choose a number of wizard powers from your spellbook and prepare them. The number you can prepare is determined by your level.
	The powers that you prepare are the wizard powers that you can use during the coming day, in addition to your at-will attack powers and powers from another source, such as racial powers. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. See the Wizard Powers Learned table for the levels at which you add wizard powers to your spellbook.
	Any wizard encounter attack power that you add to your spellbook through this class feature functions as a daily attack power for you. In other words, you can use it once per day, rather than once per encounter, and you can use the power again only after an extended rest. Because the power functions as a daily attack power, you cannot regain its use from any effect that recharges encounter attack powers.
	Find your level on the Wizard Powers Prepared per Day table. The row corresponding to your level indicates how many wizard encounter attack powers and wizard utility powers you can prepare each day. (The table does not account for powers that you might have from another source, such as a paragon path.) You cannot prepare more than one attack power and one utility power of any given level on the same day.

WIZARD POWERS LEARNED
&lt;table&gt;Level	Encounter as Daily	Utility
   1	2	-
   2	-	2
  3-4	-	-
   5	2	-
   6	-	2
  7-8	-	-
   9	2	-
  10	-	2
 11-14	-	-
  15	2	-
  16	-	2
 17-18	-	-
  19	2	-
 20-21	-	-
  22	-	2
 23-24	-	-
  25	2	-
 26-28	-	-
  29	-	2
  30	-	-&lt;/table&gt;

WIZARD POWERS PREPARED PER DAY
&lt;table&gt;Level	Encounter as Daily	Utility
   1	1	-
  2-4	1	1
   5	2	1
  6-8	2	2
   9	3	2
 10-15	3	3
 16-21	3	4
 22-30	3	5&lt;/table&gt;
</RulesElement>
<RulesElement name="Bladespells" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4034" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> A bladesinger mixes melee and magic with such ease and grace that every successful strike unleashes a spell. Unique to bladesingers, these bladespells lash out to affect even the most well-defended foes. </Flavor>
  <specific name="Short Description"> Gain three wizard at-will attack powers with the bladespell keyword </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Powers"> ID_FMP_POWER_14286,ID_FMP_POWER_14287,ID_FMP_POWER_14288,ID_FMP_POWER_14289,ID_FMP_POWER_14290,ID_FMP_POWER_14291 </specific>
  <specific name="type"> At-Will </specific>
  <specific name="Class"> ID_FMP_CLASS_883 </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_14286,ID_FMP_POWER_14287,ID_FMP_POWER_14288,ID_FMP_POWER_14289,ID_FMP_POWER_14290,ID_FMP_POWER_14291 </specific>
  <rules>
    <select type="Power" number="3" Category="ID_FMP_CLASS_9,bladespell" />
  </rules>
You gain three wizard at-will powers that have the bladespell keyword.
</RulesElement>
<RulesElement name="Level 1 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4035" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> A bladesinger must split time between study of martial skill and the arcane arts while at the same time using mental focus for both.  This division limits the bladesinger's spellcasting attacks while they heighten his or her melee capability.  Spells that a mage can use in every battle become powers that a bladesinger can replenish only after an extended rest. </Flavor>
  <specific name="Short Description"> Add two encounter powers as dailies to your spellbook. </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Powers"> ID_FMP_POWER_159,ID_FMP_POWER_1171,ID_FMP_POWER_416 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_159,ID_FMP_POWER_1171,ID_FMP_POWER_416 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 1 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,1" />
	<modify select="Level 1 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 1 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,1" Level="1"/>
	<modify select="Level 1 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two 1st-level wizard encounter attack powers of your choice to your spellbook. The two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Bladesinger Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4036" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. </Flavor>
  <specific name="Short Description"> Gain three wizard cantrips </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Powers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970,ID_FMP_POWER_13971 </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970,ID_FMP_POWER_13971 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <modify name="ID_FMP_POWER_12731" type="Power" Field="Power Type" value="Utility" />
    <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
    <modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
    <modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
    <modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
	<modify name="ID_FMP_POWER_13970" type="Power" Field="Power Type" value="Utility" />
	<modify name="ID_FMP_POWER_13971" type="Power" Field="Power Type" value="Utility" />
    <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
    <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
    <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
    <select type="Power" number="3" Category="ID_FMP_CLASS_FEATURE_2870" />
  </rules>
You gain three cantrips of your choice.
</RulesElement>
<RulesElement name="Level 2 Bladesinger Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4037" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 2 </Category>
  <Flavor> Since those who dance the blades do not use shields, you have trained extensively in defensive sword techniques. For generations, magic users have worked to develop a vast array of specialized defensive tricks. As  you continue your studies, you learn spells that you can use tactically, for both personal and group protection. </Flavor>
  <specific name="Short Description"> Add two 2nd-level wizard utility powers of your choice to your spellbook </specific>
  <specific name="Level"> 2 </specific>
  <specific name="Powers"> ID_FMP_POWER_1212,ID_FMP_POWER_1213,ID_FMP_POWER_1235 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1212,ID_FMP_POWER_1213,ID_FMP_POWER_1235 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,2" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,2" Level="2" />
  </rules>
You add two 2nd-level wizard utility powers of your choice to your spellbook.
</RulesElement>
<RulesElement name="Arcane Strike" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4038" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 3 </Category>
  <Flavor> Your bladespells sing forth to herald your success in melee, and as you grow in experience you learn to turn that relationship on its head. Now, when you attack with a spell, its arcane energy follows a current back through your body, giving you the quickness of limb and mind to lash out with your sword as you complete the casting. </Flavor>
  <specific name="Short Description"> Make a melee basic attack as a minor action when you use a bladesinger daily attack power on your turn </specific>
  <specific name="Level"> 3 </specific>
  <specific name="_CS_ShortDescription"> Make mba as a minor when you use a bladesinger daily attack on your turn </specific>
  <rules>
  </rules>
When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.
</RulesElement>
<RulesElement name="Level 5 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4039" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 5 </Category>
  <Flavor> Your study of magic opens your mind to more powerful spells. Now you can prepare and unleash two attack spells each day. </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 3rd level or lower, act as daily powers </specific>
  <specific name="Level"> 5 </specific>
  <specific name="Powers"> ID_FMP_POWER_12743,ID_FMP_POWER_173,ID_FMP_POWER_1530 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_12743,ID_FMP_POWER_173,ID_FMP_POWER_1530 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 5 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,3" />
	<modify select="Level 5 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 5 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,3" Level="5"/>
	<modify select="Level 5 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 3rd level or lower, and the two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Level 6 Bladesinger Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4040" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 6 </Category>
  <Flavor> As much as any other wizard, the useful tactics and devious tricks embodied by utility spells are part of your repertoire. </Flavor>
  <specific name="Short Description"> Add two wizard utility powers of your level or lower to your spellbook </specific>
  <specific name="Level"> 6 </specific>
  <specific name="Powers"> ID_FMP_POWER_1208,ID_FMP_POWER_1229,ID_FMP_POWER_6902 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1208,ID_FMP_POWER_1229,ID_FMP_POWER_6902 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,6" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,6" Level="6" />
  </rules>
You add two new wizard utility powers of your level or lower to your spellbook.
</RulesElement>
<RulesElement name="Steely Retort" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4041" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 7 </Category>
  <Flavor> When you are using your bladesong, your concentration is absolute. Those who attempt to interrupt that concentration pay with their lives. </Flavor>
  <specific name="Short Description"> Use melee basic attack as opportunity action against adjacent enemies who hit you while bladesong is active </specific>
  <specific name="Level"> 7 </specific>
  <specific name="_CS_ShortDescription"> Use a mba as opportunity action against adjacent enemies who hit while bladesong active </specific>
  <rules>
  </rules>
When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action.
</RulesElement>
<RulesElement name="Level 9 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4042" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 9 </Category>
  <Flavor> Your spellcasting skill increases, giving you access to seminal spells such as lightning bolt. </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 7th level or lower, act as daily powers </specific>
  <specific name="Level"> 9 </specific>
  <specific name="Powers"> ID_FMP_POWER_251,ID_FMP_POWER_454,ID_FMP_POWER_1430 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_251,ID_FMP_POWER_454,ID_FMP_POWER_1430 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 9 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,7" />
	<modify select="Level 9 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 9 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,7" Level="5"/>
	<modify select="Level 9 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 7th level or lower, and the two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Level 10 Bladesinger Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4043" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 10 </Category>
  <Flavor> Your skill with defensive magic improves as you adapt to face different threats. </Flavor>
  <specific name="Short Description"> Add two new wizard utility powers of your level or lower to your spellbook </specific>
  <specific name="Level"> 10 </specific>
  <specific name="Powers"> ID_FMP_POWER_1543,ID_FMP_POWER_513,ID_FMP_POWER_1231 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1543,ID_FMP_POWER_513,ID_FMP_POWER_1231 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,10" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,10" Level="10" />
  </rules>
You add two new wizard utility powers of your level or lower to your spellbook.
</RulesElement>
<RulesElement name="Unerring Bladespell" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4047" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 13 </Category>
  <Flavor> As you are swept up in the rhythm of your bladesinging, you are now able to unleash spells that find their targets unerringly. </Flavor>
  <specific name="Short Description"> While bladesong is active, you can use a bladespell power when you make a melee basic attack, even if you miss </specific>
  <specific name="_CS_ShortDescription"> While bladesong is active, you can use bladespell power when you miss </specific>
  <specific name="Level"> 13 </specific>
When you make a melee basic attack while your bladesong is active, you can use a bladespell power even if the attack misses.
</RulesElement>
<RulesElement name="Level 15 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4048" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 15 </Category>
  <Flavor> Your magical studies continue to reap rewards, adding more to your arcane arsenal. </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 13th level or lower, act as daily powers </specific>
  <specific name="Level"> 15 </specific>
  <specific name="Powers"> ID_FMP_POWER_12751,ID_FMP_POWER_1179,ID_FMP_POWER_172 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_12751,ID_FMP_POWER_1179,ID_FMP_POWER_172 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 15 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,13" />
	<modify select="Level 15 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 15 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,13" Level="15"/>
	<modify select="Level 15 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 13th level or lower, and the two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Level 16 Bladesinger Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4050" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 16 </Category>
  <Flavor> Your study of utility magic continues to bear fruit, and you gain knowledge of more spells that aid you and others on the battlefield. </Flavor>
  <specific name="Short Description"> Add two new wizard utility powers of your level or lower to your spellbook </specific>
  <specific name="Level"> 16 </specific>
  <specific name="Powers"> ID_FMP_POWER_10074,ID_FMP_POWER_1215,ID_FMP_POWER_402 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_10074,ID_FMP_POWER_1215,ID_FMP_POWER_402 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,16" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,16" Level="16" />
  </rules>
You add two new wizard utility powers of your level or lower to your spellbook.
</RulesElement>
<RulesElement name="Level 19 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4051" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 19 </Category>
  <Flavor> Your spellcasting prowess grows again, giving you access to more powerful wizard spells </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 17th level or lower, act as daily powers </specific>
  <specific name="Level"> 19 </specific>
  <specific name="Powers"> ID_FMP_POWER_12759,ID_FMP_POWER_1180,ID_FMP_POWER_12760 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_12759,ID_FMP_POWER_1180,ID_FMP_POWER_12760 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 19 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,17" />
	<modify select="Level 19 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 19 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,17" Level="19"/>
	<modify select="Level 19 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 17th level or lower, and the two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Level 22 Bladesinger Utility Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4054" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 22 </Category>
  <Flavor> Your mastery of utility spells has reached new heights. Like all the greatest mages, you can accomplish stunning feats of magic. </Flavor>
  <specific name="Short Description"> Add two new wizard utility powers of your level or lower to your spellbook </specific>
  <specific name="Level"> 22 </specific>
  <specific name="Powers"> ID_FMP_POWER_1219,ID_FMP_POWER_1237,ID_FMP_POWER_2837 </specific>
  <specific name="Type"> Utility </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_1219,ID_FMP_POWER_1237,ID_FMP_POWER_2837 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,22" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_UTILITY,22" Level="22" />
  </rules>
You add two new wizard utility powers of your level or lower to your spellbook.
</RulesElement>
<RulesElement name="Bladespell Burst" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4055" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 23 </Category>
  <Flavor> Each swing of your sword has become a thing of enchantment, and when you land a particularly effective blow, you can unleash that buildup of power as a cascade of bladespells. </Flavor>
  <specific name="Short Description"> Use a bladespell power against each adjacent enemy after using a bladespell power, 1/day. </specific>
  <specific name="_CS_ShortDescription"> Use bladespell against all adjacent enemies 1/day. </specific>
  <specific name="Level"> 23 </specific>
Once per day when you use a bladespell power against an adjacent enemy, you can use that power against each adjacent enemy.
</RulesElement>
<RulesElement name="Level 25 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4056" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 25 </Category>
  <Flavor> Your mastery of magic now exceeds the power that most mortal dream of. Although your close companions in your many adventures might rival your might, only creatures of legend and villains of world-spanning infamy can reasonably hope to outmatch you. </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 23rd level or lower, act as daily powers </specific>
  <specific name="Level"> 25 </specific>
  <specific name="Powers"> ID_FMP_POWER_466,ID_FMP_POWER_4042,ID_FMP_POWER_1185 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_466,ID_FMP_POWER_4042,ID_FMP_POWER_1185 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" name="Level 25 Daily 1" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,23" />
	<modify select="Level 25 Daily 1" Field="Power Usage" value="Daily" />
    <select type="Power" name="Level 25 Daily 2" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,23" Level="25"/>
	<modify select="Level 25 Daily 2" Field="Power Usage" value="Daily" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 23rd level or lower, and the two function as daily attack powers for you.
</RulesElement>
<RulesElement name="Level 29 Bladesinger Daily Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4057" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 29 </Category>
  <Flavor> Your mastery of spellcasting has reached its peak. Your spellcasting outstrips the ability of most of the mightiest eladrin mages, and not even the greatest among them would think to challenge you to battle. </Flavor>
  <specific name="Short Description"> Add two wizard encounter attack powers to your spellbook; powers must be 27th level or lower, act as daily powers </specific>
  <specific name="Level"> 29 </specific>
  <specific name="Powers"> ID_FMP_POWER_2278,ID_FMP_POWER_186,ID_FMP_POWER_1187 </specific>
  <specific name="Type"> Encounter </specific>
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="_CLASSNAME"> Bladesinger </specific>
  <specific name="_DisplayPowers"> ID_FMP_POWER_2278,ID_FMP_POWER_186,ID_FMP_POWER_1187 </specific>
  <specific name="_CS_ShortDescription"> @ </specific>
  <rules>
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,27" />
    <select type="Power" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,27" Level="29" />
  </rules>
You add two new wizard encounter attack powers to your spellbook. The powers must be of 27th level or lower, and the two function as daily attack powers for you.
</RulesElement>

<RulesElement name="Bladesinger Spellbook" type="Power" internal-id="ID_NWC_POWER_BLADESINGERS_SPELLBOOK" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> 1 </Category>
  <Flavor> At the end of each of your extended rests, you can prepare daily attack powers and utility powers from your spellbook. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="Display"> Bladesinger Spellbook </specific>
  <specific name="Keywords" />
  <specific name="Spellbook"> 
&lt;table&gt;Level	Encounter as Daily	Utility
   1	1	-
  2-4	1	1
   5	2	1
  6-8	2	2
   9	3	2
 10-15	3	3
 16-21	3	4
 22-30	3	5&lt;/table&gt;
 </specific>
  <specific name="Level"> 1 </specific>
  <specific name="Power Type" />
  <specific name="_Subclasses" />
At the end of each of your extended rests, you can prepare daily attack powers and utility powers from your spellbook.
</RulesElement>
<RulesElement name="Bladesong" type="Power" internal-id="ID_FMP_POWER_14285" source="Player Essentials: Neverwinter Campaign Guide" >
   <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
   <Flavor> Your whirling blade begins to sing through the air as you enter a state of total concentration. </Flavor>
   <specific name="Power Usage"> Encounter </specific>
   <specific name="_SkillPower" />
   <specific name="Display"> Wizard Utility </specific>
   <specific name="Keywords"> Arcane </specific>
   <specific name="Action Type"> Minor Action </specific>
   <specific name="Attack Type"> Personal  </specific>
   <specific name="Requirement"> You must be wielding a melee weapon in one hand and no weapon or shield in the other hand.  The power&apos;s effect ends if you stop fulfilling this requirement. </specific>
   <specific name="Effect"> Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.
Level 17: +10 power bonus to damage rolls.
Level 27: +15 power bonus to damage rolls.   </specific>
   <specific name="_Associated Feats" />
   <specific name="Class"> ID_FMP_CLASS_9 </specific>
   <specific name="Level" />
   <specific name="Power Type"> Utility </specific>
</RulesElement>
<RulesElement name="Dancing Fire" type="Power" internal-id="ID_FMP_POWER_14286" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> A leaping flame dances over your enemy, driving it to distraction. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Fire </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier fire damage, and the target grants combat advantage until the end of your next turn.
Level 11: 2 + Dexterity modifier fire damage.
Level 21: 4 + Dexterity modifier fire damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
Elves and eladrin must take care when using flame in the forest homes of their people, and thus many bladesingers learn to command the fires that their magic produces. The blow of a sword provides the opening to unleash a spritelike fire that burns an enemy without fear of anything else being set to smolder.
</RulesElement>
<RulesElement name="Dazzling Sunray" type="Power" internal-id="ID_FMP_POWER_14287" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> You strike with your blade and from the other hand unleash a beam of brilliant light to confound your foe. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Radiant </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 11: 2 + Dexterity modifier radiant damage.
Level 21: 4 + Dexterity modifier radiant damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
The bladesingers of old knew how to catch the reflection of the sun upon their glittering blades to temporarily blind distant foes. In time, this tactic became a bladespell in many bladesingers&apos; arsenal so that it might be used to matter how dark the day or deep the shadows of night.
</RulesElement>
<RulesElement name="Frost Bite" type="Power" internal-id="ID_FMP_POWER_14288" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_`,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> Sparkling snow swirls around your enemy, numbing its limbs and making it struggle to move. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Cold </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier cold damage, and the target is slowed until the end of its next turn.
Level 11: 2 + Dexterity modifier cold damage.
Level 21: 4 + Dexterity modifier cold damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
Even though the world has drastic extremes of weather, never does it approach the treacherous beauty of winter in the Feywild.  Bladesiners who learn how to harness that frigid fey power can turn it to their advantage whenever they want.
</RulesElement>
<RulesElement name="Lightning Ring" type="Power" internal-id="ID_FMP_POWER_14289" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> You stab your opponent, and an arc of lightning leaps from your hand to encircle a foe in a crackling ring. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Lightning </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again.
Level 11: 2 + Dexterity modifier lightning damage.
Level 21: 4 + Dexterity modifier lightning damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
A bladesinger&apos;s prowess comes from more sources than the Feywild. Like other wizards, bladesingers draw upon the Elemental Chaos, the Shadowfell, the Astral Sea, and the latent magic of the world to craft enchantments amid the swirl of their swords. With lightning ring, you use elemental forces to set a lightning bolt to chasing itself around a foe.
</RulesElement>
<RulesElement name="Shadow Sever" type="Power" internal-id="ID_FMP_POWER_14290" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> You attack slices away your enemy's shadow, sending it flitting across the field to pull at the feet of a foe. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Necrotic </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier necrotic damage, and the target falls prone if it is the same size or smaller than the target of the triggering attack.
Level 11: 2 + Dexterity modifier necrotic damage.
Level 21: 4 + Dexterity modifier necrotic damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
Wielding arcane power through your blade, you drive the point of your weapon into your enemy&apos;s shadow, slicing it away. Forced from its caster, the desperate shadow seeks to drag someone over it so that it can hide from the light.
</RulesElement>
<RulesElement name="Unseen Hand" type="Power" internal-id="ID_FMP_POWER_14291" source="Player Essentials: Neverwinter Campaign Guide">
  <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_883,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_75,ID_FMP_CATEGORY_8,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
  <Flavor> You level a crushing blow against your foe, and an unseen force grasps an enemy and drags it about the field of battle. </Flavor>
  <specific name="Power Usage"> At-Will </specific>
  <specific name="_SkillPower" />
  <specific name="Display"> Wizard Attack </specific>
  <specific name="Keywords"> Arcane, Bladespell, Force </specific>
  <specific name="Action Type"> No Action </specific>
  <specific name="Attack Type"> Ranged 10 </specific>
  <specific name="Trigger"> During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. </specific>
  <specific name="Target"> One creature </specific>
  <specific name="Effect"> Dexterity modifier force damage, and you slide the target up to 3 squares.
Level 11: 2 + Dexterity modifier force damage.
Level 21: 4 + Dexterity modifier force damage. </specific>
  <specific name="Special"> You can only use one bladespell per triggering attack. </specific>
  <specific name="_Associated Feats" />
  <specific name="Class"> ID_FMP_CLASS_9 </specific>
  <specific name="Level" /> 
  <specific name="Power Type"> Attack </specific>
  <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4034 </specific>
  <specific name="_Subclasses"> ID_FMP_CLASS_883 </specific>
When a bladesinger needs to bring a foe close or heave an enemy farther away, the trick is to summon forth a hand of force to guide the foe&apos;s fate. Using this power, a bladesinger can act like  a chess master playing about with piecces on a board.
</RulesElement>
<!-- Paragon Bladesinger Path, Neverwinter -->
  <RulesElement name="Sorcerous Sword" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_884" source="Player Essentials: Neverwinter Campaign Guide">
    <Prereqs> ID_FMP_CLASS_883 </Prereqs>
    <print-prereqs> Only a bladesinger can take this paragon path. </print-prereqs>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_4044, ID_FMP_CLASS_FEATURE_4045, ID_FMP_CLASS_FEATURE_4046, ID_FMP_CLASS_FEATURE_4049, ID_FMP_CLASS_FEATURE_4053 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_4044" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4045" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4046" type="Class Feature" Level="12" />
      <grant name="ID_FMP_CLASS_FEATURE_4049" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_4053" type="Class Feature" Level="20" />
    </rules> 
In the paragon tier, you continue your intensive study of the ways in which sword and spell can unify into a single weapon. The bladesinger's path is both a highly formalized tradition and a deeply personal journey into the secrets, of magic, swordplay, and the self. As your journey continues, you come to grasp ever more powerful spells, and magic plays an increasingly important role in your drive to victory.
</RulesElement>
  <RulesElement name="Choir of Swords" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4044" source="Player Essentials: Neverwinter Campaign Guide">
    <Category> 11 </Category>
    <Flavor> In your most desperate moments, bladesinging can give you a clarity of vision and such superior speed that your sword seems to become several blades, each a separate singer in a choir of swords. </Flavor>
    <specific name="Short Description"> Spend action point while bladesong is active, make melee basic attack against all adjacent enemies as standard action </specific>
    <specific name="Level"> 11 </specific>
    <rules>
      <textstring name="Action Point" value="Choir of Swords:While your bladesong is active, you can spend an action point to make a melee basic attack against each enemy adjacent to you as a standard action." />
    </rules>  
While your bladesong is active, you can spend an action point to make a melee basic attack against each enemy adjacent to you as a standard action.
</RulesElement>
  <RulesElement name="Boon Spell" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4045" source="Player Essentials: Neverwinter Campaign Guide">
    <Category> 11 </Category>
    <Flavor> Magic comes ever easier to you as you continue your studies. You now acquire another prepared spell as easily as adding an arrow to a quiver. </Flavor>
    <specific name="Short Description"> Add new wizard encounter attack power to spellbook, counts as daily power; you can prepare one additional bladesinger daily power from your spellbook, but not the same power twice on one day </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" name="Level 11 Boon Spell" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_ENCOUNTER,7" Level="11"/>
	  <modify select="Level 11 Boon Spell" Field="Power Usage" value="Daily" />
    </rules>  
You add a new wizard encounter attack power to your spellbook. The power must be of 7th level or lower, and it functions as a daily attack power for you.
	In addition, each day you can prepare one additional bladesinger daily power from your spellbook. This additional power can be the same level as another power you prepare, but this feature does not allow you to prepare the same power twice on the same day.
</RulesElement>
  <RulesElement name="Bladesong Ballet" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4046" source="Player Essentials: Neverwinter Campaign Guide">
    <Category> 12 </Category>
    <Flavor> The bladesong has always been a dance, but now your movement as your sword sings has an elegance and deftness that defies the mind's grasp. </Flavor>
    <specific name="Short Description"> Use an action point while your bladesong is active to shift your speed in squares </specific>
    <specific name="Level"> 12 </specific>
While your bladesong is active, you can use a move action to shift a number of squares up to your speed.
</RulesElement>
  <RulesElement name="Bladespell Step" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4049" source="Player Essentials: Neverwinter Campaign Guide">
    <Category> 16 </Category>
    <Flavor> Your connection to arcane magic opens a path for you that is closed to all others. One moment you strike a foe with a sword, and the next you stand many strides away. </Flavor>
    <specific name="Short Description"> Teleport 5 squares as free action after you use a bladespell power, 1/encounter </specific>
    <specific name="Level"> 16 </specific>
Once per encounter, you can teleport up to 5 squares as a free action immediately after you use a bladespell power.
</RulesElement>
<RulesElement name="Signature Spell (Archspell)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1460" source="Arcane Power">
      <Category> 21 </Category>
      <Prereqs> 21st level, any arcane class </Prereqs>
      <specific name="Short Description"> Gain +2 attack with an arcane daily attack power. </specific>
      <specific name="Level"> 21 </specific>
      <rules>
         <select type="Power" name="Signature Spell" number="1" Category="daily,arcane" existing="true" />
         <statadd name="[Signature Spell]:attack" value="+2" />
      </rules>
Choose one of your arcane daily attack powers. You gain a +2 bonus to attack rolls with that power. If you retrain that power, you can choose a new arcane daily attack power as your Signature Spell.
   </RulesElement>
  <RulesElement name="Signature Spell" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4053" source="Player Essentials: Neverwinter Campaign Guide">
    <Category> 20 </Category>
    <Flavor> Just as a duelist might have a unique flourish, you develop an especially formidable special arcane attack that serves as your signature. </Flavor>
    <specific name="Short Description"> Gain a wizard daily attack power of level 19th or lower </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" name="Level 20 Signature Spell" number="1" Category="ID_FMP_CLASS_9|ID_FMP_CLASS_722,ID_INTERNAL_CATEGORY_DAILY,19" />
    </rules>  
You gain a wizard daily attack power of 19th level or lower.
</RulesElement>

<!-- Visions of Avarice fix -->
<RulesElement name="Visions of Avarice" type="Power" internal-id="ID_FMP_POWER_4074" source="Arcane Power" revision-date="8/27/2010 11:32:52 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
      <Flavor> The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="_ChildPower"> ID_FMP_POWER_7344 </specific>
      <specific name="Display"> Wizard Attack 5 </specific>
      <specific name="Keywords"> Arcane, Illusion, Implement, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 5 within 10 squares </specific>
      <specific name="Effect"> The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack. </specific>
      <specific name="Primary Target"> Each enemy in the burst </specific>
      <specific name="Primary Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). </specific>
      <specific name="Sustain Minor"> The zone persists until the end of your next turn, and you make the secondary attack. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Power Type"> Attack </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_7344 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7344" type="Power" />
      </rules>
The most powerful illusions play to an enemy&apos;s darkest desires. When you cast visions of avarice, you create an  ever-shifting illusion of a treasure that cannot be resisted. As your foes throw themselves into the area transformed by the spell, they are held enraptured and at your mercy.
   </RulesElement>
 <RulesElement name="Visions of Avarice Secondary Attack" type="Power" internal-id="ID_FMP_POWER_7344" source="Arcane Power" revision-date="8/27/2010 11:45:13 AM" >
      <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
      <Prereqs> Unselectable </Prereqs>
      <Flavor> The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display" />
      <specific name="Keywords"> Arcane, Illusion, Implement, Zone </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 centered on the zone </specific>
      <specific name="Requirement"> The Visions of Avarice power must be active to use this power. </specific>
      <specific name="Target"> Each enemy in the burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> You pull the secondary target up to 4 squares toward the zone. </specific>
      <specific name="_Associated Feats" />
      <specific name="_ParentPower"> ID_FMP_POWER_4074 </specific>
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
   </RulesElement>

<!-- Prismatic Spray Proposed Fix -->   
 <RulesElement name="Prismatic Spray" type="Power" internal-id="ID_FMP_POWER_1200" source="Player&apos;s Handbook" revision-date="8/27/2010 11:24:16 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 </Category>
      <Flavor> A dazzling spray of multicolored light springs from your hands, enveloping your enemies. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 25 </specific>
      <specific name="Keywords"> Arcane, Fear, Fire, Implement, Poison </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude, Reflex, Will </specific>
	  <specific name="Special"> You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier poison damage and is slowed (save ends) if the attack hits the target&apos;s Fortitude defense. 3d6 + Intelligence modifier fire damage, and ongoing 15 fire damage (save ends) if the attack hits the target&apos;s Reflex defense. The target is stunned (save ends) if the attack hits the target&apos;s Will defense. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 25 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<!-- Added Keywords to the following Spells as per the Wizards Schools pdf -->
 <RulesElement name="Tome of Transposition" type="Power" internal-id="ID_FMP_POWER_10073" source="Dragon Magazine 380" revision-date="8/27/2010 11:52:19 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
      <Flavor> You open your tome to a page of secrets and flood your foe&apos;s mind with them, causing its weak brain to overload. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 9 </specific>
      <specific name="Keywords"> Arcane, Enchantment, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Requirement"> You must be wielding a tome. </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Hit"> 4d6 + Intelligence modifier psychic damage, and the target is dazed (save ends). </specific>
      <specific name="Miss"> Choose another ranged daily spell of equal or lower level to this power from your spellbook. Immediately cast that spell. It must target your original target and it deals half damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   

<RulesElement name="Arcane Chastisement" type="Power" internal-id="ID_FMP_POWER_10423" source="Dragon Magazine 382" revision-date="8/27/2010 11:54:19 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,13 </Category>
      <Flavor> Your retributive strike more than teaches the enemy not to harm you, it compels it. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 13 </specific>
      <specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
      <specific name="Action Type"> Immediate Reaction </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Trigger"> An enemy hits you or an ally </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier psychic damage, and the target cannot attack the creature it targeted with the triggering attack until the end of your next turn. </specific>
      <specific name="	Active Familiar"> Until the end of your next turn, the target cannot attack your familiar and takes a -2 penalty to attack rolls against creatures adjacent to your familiar. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 13 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Charm of False Glory" type="Power" internal-id="ID_FMP_POWER_10150" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:45 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
      <Flavor> Your foe shouts in triumph as it suddenly turns against its allies. Your magic twists its sight and mind, causing it to see enemies where allies stand. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> Slide the target a number of squares equal to its speed. It is immobilized until the end of your next turn. In addition, until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement&apos;s enhancement bonus. Each time it hits with this attack, you can slide the target 2 squares. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   

 <RulesElement name="Charm of Puppet Strings" type="Power" internal-id="ID_FMP_POWER_10152" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:46 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
      <Flavor> As your magic clouds your foe&apos;s mind, it shrieks in fury and leaps from one of its allies to the next, hewing at them with a madman&apos;s fury. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> The target is dominated until the end of your next turn. In addition, at the start of the target&apos;s next turn, you can slide it its speed. Until the end of your next turn, whenever an enemy starts its turn next to or moves to a square adjacent to the target, the target must make a melee basic attack as a free action against that enemy. The target gains a bonus to the attack roll and damage roll equal to your implement&apos;s enhancement bonus. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
 <RulesElement name="Mind-Numbing Presence" type="Power" internal-id="ID_FMP_POWER_10428" source="Dragon Magazine 382" revision-date="8/27/2010 11:54:21 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
      <Flavor> You surround your foe with a field that dampens thought. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Enchantment, Implement, Psychic, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 20 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 3d8 + Intelligence modifier psychic damage, and a burst 3 centered on the target becomes a zone of numbed thought until the end of your next turn. This zone moves with the target. Any enemy that ends its turn in the zone takes 10 psychic damage, and any enemy that enters or leaves the zone becomes dazed until the end of your next turn. </specific>
      <specific name="	Active Familiar"> When an enemy takes damage from the zone or becomes dazed by the zone, your familiar can shift 3 squares as a free action. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
   <RulesElement name="Chilling Cloud" type="Power" internal-id="ID_FMP_POWER_7406" source="PH Heroes: Series 1" revision-date="8/27/2010 11:45:33 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> A lingering swarm of ice crystals chills foes to the bone. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> Intelligence modifier cold damage. </specific>
      <specific name="Effect"> Until the end of your next turn, any enemy in the power&apos;s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Erupting Flare" type="Power" internal-id="ID_FMP_POWER_12547" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:15 PM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> You kindle a massive, sudden flame within your enemy. The fires burn your foe and spill out to singe any who stay near it. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier fire damage, and any creature that ends its turn adjacent to the target before the end of the target&apos;s next turn takes fire damage equal to your Intelligence modifier.
Level 21: 2d8 + Intelligence modifier fire damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
 <RulesElement name="Storm Pillar" type="Power" internal-id="ID_FMP_POWER_4309" source="Arcane Power" revision-date="8/27/2010 11:33:46 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> A crackling column of lightning appears amid your enemies, lashing out at any who move near it. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Conjuration, Evocation, Implement, Lightning </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Effect"> You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar on its turn takes 1d6 + your Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
       
<RulesElement name="Winged Horde" type="Power" internal-id="ID_FMP_POWER_10137" source="Dragon Magazine 381" revision-date="8/27/2010 11:52:41 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
      <Flavor> A horde of flesh-devouring sprites appear in your foes&apos; minds. They shriek in fear and swat at this menace, leaving them unable to react to your allies&apos; maneuvers. </Flavor>
      <specific name="Power Usage"> At-Will </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 1 </specific>
      <specific name="Keywords"> Arcane, Illusion, Implement, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 1 within 10 </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 psychic damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   

<RulesElement name="Grasp of the Grave" type="Power" internal-id="ID_FMP_POWER_6958" source="Dragon Magazine 372" revision-date="8/27/2010 11:43:09 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
      <Flavor> Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 5 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each enemy in burst </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. </specific>
      <specific name="Miss"> 1d10 + Intelligence modifier necrotic damage. </specific>
      <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Animate Dead" type="Power" internal-id="ID_FMP_POWER_6959" source="Dragon Magazine 372" revision-date="8/27/2010 11:43:09 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,9 </Category>
      <Flavor> You flood a fallen foe&apos;s animus with shadow, imbuing it with arcane strength. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 9 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Summoning </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One dead creature </specific>
      <specific name="Effect"> You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as one dead creature within the range of this power. The animated creature has reach equal to the target creature&apos;s reach and speed 6. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the animated creature the following special commands. </specific>
      <specific name="	Standard action"> Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage. </specific>
      <specific name="	Opportunity Attack"> Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Entombing Earth" type="Power" internal-id="ID_FMP_POWER_6961" source="Dragon Magazine 372" revision-date="8/27/2010 11:43:10 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
      <Flavor> A maw of moaning grave dirt appears around your foe and slams shut with echoing finality. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 19 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 2d10 + Intelligence modifier necrotic damage, and the target takes ongoing 10 necrotic damage and is stunned (save ends both). Other creatures cannot gain line of sight or line of effect to the target while it is stunned. </specific>
      <specific name="Miss"> Half damage, and the target takes ongoing 10 necrotic damage (save ends). </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 19 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Crushing Necrotism" type="Power" internal-id="ID_FMP_POWER_10427" source="Dragon Magazine 382" revision-date="8/27/2010 11:54:20 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
      <Flavor> You encase your foe in tightening necrotic energy, which washes over its allies when the enemy struggles free. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 23 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 5 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier necrotic damage, and the target is slowed and grants combat advantage until the end of the target&apos;s next turn. At the end of the target&apos;s next turn, any enemy within 2 squares of the target takes 10 necrotic damage and you push that enemy 2 squares from the target. </specific>
      <specific name="	Active Familiar"> At the end of the target&apos;s next turn, you also push any enemy within 2 squares of your familiar 2 squares from your familiar. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>   
   
<RulesElement name="Soul Fire" type="Power" internal-id="ID_FMP_POWER_4039" source="Arcane Power" revision-date="8/27/2010 11:32:45 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
      <Flavor> You crook your hand in a mystical gesture, and your foes shriek in agony as their souls are consumed by hidden flame. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 27 </specific>
      <specific name="Keywords"> Arcane, Fire, Implement, Necromancy, Necrotic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> 3d8 + Intelligence modifier fire and necrotic damage, and the target is weakened until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 27 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>  
   
 <RulesElement name="Miasma of Enfeeblement" type="Power" internal-id="ID_FMP_POWER_2820" source="Arcane Power" revision-date="8/27/2010 11:29:03 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
      <Flavor> Black dust whirls up around your foes, sapping their strength and clouding their vision. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 29 </specific>
      <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 5d6 + Intelligence modifier necrotic damage, and the target is weakened (save ends). </specific>
      <specific name="Miss"> Half damage. </specific>
      <specific name="Effect"> The burst creates a zone of clinging black dust that blocks line of sight for all creatures damaged by this power until the end of your next turn. </specific>
      <specific name="Sustain Minor"> The zone persists. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 29 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   
<RulesElement name="Evard&apos;s Dreadful Mist" type="Power" internal-id="ID_FMP_POWER_182" source="Arcane Power" revision-date="8/27/2010 11:22:05 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
      <Flavor> You call forth a thick, ominous fog. As it descends upon your foes, sounds of gnashing fangs and snapping claws echo from it. Something lurks within. Something horrible. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="_ChildPower"> ID_FMP_POWER_7345 </specific>
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Fear, Implement, Nethermancy, Psychic, Zone </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> The primary target is immobilized (save ends). </specific>
      <specific name="Miss"> The primary target is slowed (save ends). </specific>
      <specific name="Effect"> The burst creates a zone of thick fog that blocks line of sight until the end of your next turn. You can use the Evard&apos;s Dreadful Mist Attack power, using a square within the zone as the origin square. </specific>
      <specific name="Sustain Minor"> The zone persists. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_7345 </specific>
      <rules>
         <grant name="ID_FMP_POWER_7345" type="Power" />
      </rules>
   </RulesElement>

<RulesElement name="Evard&apos;s Ebon Bindings" type="Power" internal-id="ID_FMP_POWER_2825" source="Arcane Power" revision-date="8/27/2010 11:29:04 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
      <Flavor> With incantations of imprisonment, you trap your foe in writhing black runes that seem almost alive, forcing it to obey your command. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 19 </specific>
      <specific name="Keywords"> Arcane, Charm, Implement, Nethermancy, Psychic </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Intelligence vs. Will </specific>
      <specific name="Hit"> The target is immobilized (save ends). </specific>
      <specific name="	First Failed Save"> The target is stunned (save ends). </specific>
      <specific name="	Second Failed Save"> The target is dominated (save ends). </specific>
      <specific name="	Aftereffect"> 2d6 + Intelligence modifier psychic damage, and the target is immobilized and dazed until the end of your next turn. </specific>
      <specific name="Miss"> 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 19 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>

<RulesElement name="Orbmaster&apos;s Insuperable Lethargy" type="Power" internal-id="ID_FMP_POWER_5815" source="Arcane Power" revision-date="8/27/2010 11:41:21 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_73,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
      <Flavor> A blood-red sphere of arcane power emanates from your orb to surround your foes, sinking into them and sapping their energy. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 23 </specific>
      <specific name="Keywords"> Arcane, Implement, Nethermancy </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
      <specific name="Target"> Each creature in burst </specific>
      <specific name="Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 2d6 + Intelligence modifier damage, and the target is either weakened or immobilized (your choice) until the end of your next turn. </specific>
      <specific name="	Orb of Imposition"> You can extend the duration of this power, even though it is not an at-will power. If you do so, each target is both weakened and immobilized until the end of your next turn. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   
<RulesElement name="Serpents of Flame" type="Power" internal-id="ID_FMP_POWER_12551" source="Dragon Magazine 388" revision-date="8/27/2010 12:04:17 PM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 </Category>
      <Flavor> Your arms become twin serpents of pure flame with which you harry your enemies. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="_ChildPower"> ID_FMP_POWER_12552 </specific>
      <specific name="Display"> Wizard Attack 15 </specific>
      <specific name="Keywords"> Arcane, Fire, Implement, Polymorph, Transmutation </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee 2 </specific>
      <specific name="Target"> One or two creatures </specific>
      <specific name="Attack"> Intelligence vs. Reflex </specific>
      <specific name="Hit"> 3d6 + Intelligence modifier fire damage, and you slide the target 1 square. </specific>
      <specific name="Effect"> You transform your arms into fiery serpents until the end of your next turn. While this effect lasts, you can use the Serpents of Flame Attack power. </specific>
      <specific name="Sustain Minor"> The effect persists until the end of your next turn. </specific>
      <specific name="Sustain Standard"> The effect persists until the end of your next turn and you can repeat this power&apos;s attacks. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 15 </specific>
      <specific name="Power Type"> Attack </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_12552 </specific>
      <rules>
         <grant name="ID_FMP_POWER_12552" type="Power" />
      </rules>
   </RulesElement>   
   
<RulesElement name="Thunderous Transformation" type="Power" internal-id="ID_FMP_POWER_10425" source="Dragon Magazine 382" revision-date="8/27/2010 11:54:19 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_20,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
      <Flavor> You translate your enemy&apos;s physical form into a monstrous peal of thunder before it reincorporates nearby. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Wizard Attack 17 </specific>
      <specific name="Keywords"> Arcane, Implement, Teleportation, Thunder, Transmutation </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged 10 </specific>
      <specific name="Primary Target"> One creature </specific>
      <specific name="Primary Attack"> Intelligence vs. Fortitude </specific>
      <specific name="Hit"> 2d8 + Intelligence modifier thunder damage, and any creature within 2 squares of the target takes 10 thunder damage and falls prone. Then you teleport the target 5 squares. </specific>
      <specific name="	Active Familiar"> You can teleport the target up to 20 squares to a space within 3 squares of your familiar. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="Level"> 17 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>  

   
   
   

<!-- Sub-Class Witch-->
<!-- Heroes of the Feywild-->
	<RulesElement name="Witch" type="Class" internal-id="ID_FMP_CLASS_908" source="Heroes of the Feywild">
		<specific name="Key Abilities"> Intelligence, Wisdom </specific>
		<specific name="Implements"> Orbs, staffs, wands </specific>
		<specific name="Armor Proficiencies"> Cloth </specific>
		<specific name="Weapon Proficiencies"> Dagger, quarterstaff </specific>
		<specific name="Bonus to Defense"> +2 Will </specific>
		<specific name="Hit Points at 1st Level"> 10+ Constitution Score </specific>
		<specific name="Hit Points per Level Gained"> 4 </specific>
		<specific name="Healing Surges"> 6+ Constitution Modifier </specific>
		<specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
		<specific name="Class Skills"> Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) </specific>
		<specific name="_PARSED_CLASS_FEATURE"> Augury, Moon Coven, Witch Cantrips, Witch's Familiar </specific>
		<specific name="Role"> Controller. You practice the first, most ancient form of arcane magic, which allows you to charm, transform, and curse your enemies. </specific>
		<specific name="Power Source"> Arcane. </specific>
		<specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
		<specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
		<specific name="Short Description"> You practice the first, most ancient form of arcane magic, which allows you to charm, transform, and curse your enemies. </specific>
		<specific name="_ParentClass"> ID_FMP_CLASS_9 </specific>
		<specific name="_DisplayName"> Wizard (Witch) </specific>
		<rules>
			<grant name="ID_INTERNAL_GRANTS_WITCH" type="Grants" />
			<select type="Power" number="2" Category="$$Class,at-will,1" />
			<textstring name="_CLASSNAME" value="ID_FMP_CLASS_908" />
			<statadd name="_LEVEL-ONE-HPS" value="+10" />
			<statadd name="_PER-LEVEL-HPS" value="+4" />
			<statadd name="Healing Surges" value="+6" />
			<statadd name="Will Defense Class Bonus" value="+2" />
			<select type="Skill Training" number="3" Category="ID_FMP_CLASS_9" />
		</rules>
  
Part religion, part ritual, and all mystery, witchcraft is an ancient practice that came about in an age before arcane magic was studied, institutionalized, and etched in writing, when monstrous titans ruled over creation and the secret of making fire was yet undiscovered. In this chaotic dark age, the gods had little influence on the titans' world. Instead of seeking their aid, the primitive peoples called out to the night for protection and power, and a voice from the darkness answered. Those who accepted its arcane gifts became the first witches, and they wielded such power as only immortals had known-seen by some jealous gods as an affront that they have never forgiven.
	Witches gain their power from a patron who instructs them by way of a mystical familiar that comes and goes as it pleases, unbound by the strictures of the material world. The most prevalent patron among witches-the original voice from the darkness-is the moon goddess Sehanine, referred to by witches as simply the Goddess. Other entities have since seen the advantage of imbuing mortals with power, and so your patron might be an archfey, a god, an angel, a primordial, a demon lord, a devil, or another legendary being that believes it can benefit by imbuing you with a gift of arcane prowess. It might prefer to remain anonymous.
	The circumstances by which you obtained your gift can vary widely. Some witches seek out the gift in order to fulfill a personal desire or vendetta, while others were brought up in a coven. Some receive their power after making a pact with a devil, as a warlock might do, and others have it bestowed upon them by a fairy godparent or a witch queen.
	Though witches are common among the fey races in the Feywild, as a witch in the natural world you must be mindful of whom you trust. In the world, common folk fear your kind. Envious wizards refuse to acknowledge you as a peer and would see your wondrous powers vanish from the world, while clerics of jealous gods decree you an unholy menace, sending witch hunters to track you down and destroy you.
	</RulesElement>

	<RulesElement name="Witch" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_WITCH" source="Heroes of the Feywild">
		<specific name="_SupportsID"> ID_FMP_CLASS_908 </specific>
You count as a witch for meeting prerequisites.
	</RulesElement>

	<RulesElement name="Witch" type="Grants" internal-id="ID_INTERNAL_GRANTS_WITCH" source="Heroes of the Feywild">
		<specific name="_SupportsID"> ID_FMP_CLASS_908 </specific>
		<rules>
			<grant name="ID_INTERNAL_COUNTSASCLASS_WIZARD" type="CountsAsClass" />
			<grant name="ID_FMP_ROLE_1" type="Role" />
			<grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
			<grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
			<grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" type="Proficiency" />
			<grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" type="Proficiency" />
			<grant name="ID_INTERNAL_SKILL_TRAINING_ARCANA" type="Skill Training" />
			<textstring name="PowersAsClass" value="ID_FMP_CLASS_9" />
			<grant name="ID_INTERNAL_NO_LV1_ENCOUNTER_POWER" type="Internal" />
			<grant name="ID_INTERNAL_NO_LV13_ENCOUNTER_POWER" type="Internal" />
			<grant name="ID_INTERNAL_GRANTS_WITCH_IMPLEMENTS" type="Grants" />	
			<grant name="ID_FMP_CLASS_FEATURE_4151" type="Class Feature" />	
			<grant name="ID_FMP_CLASS_FEATURE_4148" type="Class Feature" />	
			<grant name="ID_FMP_CLASS_FEATURE_4147" type="Class Feature" />	
			<grant name="ID_FMP_CLASS_FEATURE_4145" type="Class Feature" />	
			<grant name="ID_FMP_CLASS_FEATURE_WITCH-13" type="Class Feature" Level="13" />	
		</rules>
	</RulesElement>

	<RulesElement name="Witch Encounter 13" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_WITCH-13" source="Heroes of the Feywild" >
		<specific name="_CS_ShortDescription"> @ </specific>
		<rules>
			<select type="Power" name="Witch Encounter 13" number="1" Category="$$CLASS,encounter,13" />
		</rules>
	</RulesElement>

	<RulesElement name="Witch Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_WITCH_IMPLEMENTS" source="Heroes of the Feywild">
		<specific name="_SupportsID"> ID_FMP_CLASS_908 </specific>
		<rules>
			<grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ORB)" type="Proficiency" />
			<grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
			<grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" type="Proficiency" />
		</rules>
	</RulesElement>

	<RulesElement name="Moon Coven" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4148" source="Heroes of the Feywild">
		<Category> 1 </Category>
		<Flavor> When you create your witch, you choose a moon coven with which you are affiliated. A moon coven is a loose order of witches that share a philosophy of witchcraft. Each moon coven represents one of two phases of the moon-full or dark (new)-and symbolizes the witch's quintessential attitude toward the application of his or her craft. Each moon coven reflects a member witch's philosophy regarding the use of magic-not necessarily corresponding to the witch's alignment, since witches of all alignments are found in each coven. Nevertheless, a greater number of evil witches gravitate toward the dark moon and its powers over ill fortune and necromancy, whereas good witches more frequently affiliate themselves with the full moon coven and favor its charms and healing magic. 
	Witches are solitary by nature, requiring little arcane instruction beyond the teachings of their familiar, and most prefer to keep their craft secret lest they be targeted by witch hunters. Therefore, a moon coven typically convenes only once during the course of a year, in an isolated location in the wilderness often near standing stones, ley lines, or other sites that thrum with arcane power, on an evening when the coven's moon phase displays in its ideal state in the dark heavens above. Despite their opposing philosophies on witchcraft, the two moon covens sometimes come together on the night of a lunar eclipse, when both are symbolically represented in the night sky. Such meetings occur only when all witches, or the world in which they live, are threatened by forces bent on their extermination. 
	In addition to, or instead of, meeting with their moon coven, some witches gather in local covens attended by witches that inhabit the area. Such local covens are often the way new witches are initiated into the craft, and they show the initiate the way to call on a powerful entity and receive the gift of its power in the form of a familiar. These local covens usually have their own aims and goals related to their immediate surroundings, and might or  right not adhere to the philosophy of either of the moon covens. 
	Many witches learn their craft in isolation, unaware of the presence of the fundamental moon covens, or  even of other witches. Regardless of whether a witch or a local coven identifies with a moon coven, every witch makes a choice concerning the type of witchcraft he or she wants to practice. </Flavor>
		<specific name="Short Description"> Gain the benefits of a coven </specific>
		<specific name="Level"> 1 </specific>
		<specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4149, ID_FMP_CLASS_FEATURE_4150 </specific>
		<rules>
			<select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4148"/>
		</rules>
  
Choose a coven, and gain its benefits.
	</RulesElement>

	<RulesElement name="Dark Moon Coven" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4149" source="Heroes of the Feywild">
		<Category> ID_FMP_CLASS_FEATURE_4148,1 </Category>
		<Flavor> The witches of the dark moon coven believe that the night is a witch's birthright. Powers over fate and darkness are theirs to command, and they strive to further their own ends at any cost. Good dark moon witches use their powers of fear, terror, and darkness against the wicked, whereas evil dark moon witches blight those that cross them with ill fortune and plague, heedless of the mortal lives that fall in their wake. Dark moon witches call on the tides and the night winds and summon the dead from their graves; they conjure objects from nowhere, or imbue them with momentary life. </Flavor>
		<specific name="Short Description"> Gain dread presence power, training in Intimidate and at 5th level gain +2 bonus to Intimidate and Stealth checks </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Powers"> ID_FMP_POWER_14542 </specific>
		<specific name="Type"> Encounter </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="_DisplayPowers"> ID_FMP_POWER_14542 </specific>
		<rules>
			<grant name="ID_INTERNAL_SKILL_TRAINING_INTIMIDATE" type="Skill Training" />
			<grant name="ID_FMP_POWER_14542" type="Power" Level="1-12" />
			<statadd name="Intimidate Misc" value="+2" requires="5 level" />
			<statadd name="Stealth Misc" value="+2" requires="5 level" />
		</rules>
  
You gain the dread presence power.
	In addition, you gain training in the Intimidate skill. At level 5, you gain a +2 bonus to Intimidate checks and Stealth checks.
	</RulesElement>

	<RulesElement name="Full Moon Coven" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4150" source="Heroes of the Feywild">
		<Category> ID_FMP_CLASS_FEATURE_4148,1 </Category>
		<Flavor> Witches of the full moon coven believe in the sanctity of life, the tidal pull of love, and the capacity of pure beauty to enchant the eye. These witches use their powers to beguile, charm, and inspire. Many full moon witches are kind and good; others are stark, aloof, and compassionless, idealizing the image of beauty and grace but not the heart of it. When they manifest their power, full moon witches awe allies and enemies alike with the celestial majesty of  their presence. </Flavor>
		<specific name="Short Description"> Gain glorious presence power, training in Heal skill and at 5th level gain +2 bonus to Heal and Diplomacy checks </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Powers"> ID_FMP_POWER_14543 </specific>
		<specific name="Type"> Encounter </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="_DisplayPowers"> ID_FMP_POWER_14543 </specific>
		<rules>
			<grant name="ID_INTERNAL_SKILL_TRAINING_HEAL" type="Skill Training" />
			<grant name="ID_FMP_POWER_14543" type="Power" Level="1-12" />
			<statadd name="Heal Misc" value="+2" requires="5 level" />
			<statadd name="Diplomacy Misc" value="+2" requires="5 level" />
		</rules>
  
You gain the glorious presence power.
	In addition, you gain training in the Heal skill. At 5th level, you gain a +2 bonus to Heal checks and Diplomacy checks.
	</RulesElement>

	<RulesElement name="Augury" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4151" source="Heroes of the Feywild">
		<Category> 1 </Category>
		<Flavor> Because of their intimate connection with powerful otherworldly entities, witches are well versed in the arcane arts of fortune telling and prophecy. The witch's familiar instructs them in the means to look deep into the spirit world and see the patterns and images that reveal the future. Some learn to read runes, decks of cards, tea leaves, knucklebones, or weather patterns. Some gaze into crystal balls or boiling cauldrons, and some channel spirits directly into their bodies, which foretell the future. As a witch, your method of prophecy might be one of these or it could be a ritual of your own devising. Witches are said to achieve the most favorable results beneath the light of the moon. </Flavor>
		<specific name="Short Description"> Gain the augury utility power </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Powers"> ID_FMP_POWER_15850 </specific>
		<specific name="Type"> Utility </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="_DisplayPowers"> ID_FMP_POWER_15850 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15850" type="Power" />
		</rules>
  
You gain the augury power.
	</RulesElement>

	<RulesElement name="Witch Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4147" source="Heroes of the Feywild">
		<Category> 1 </Category>
		<Flavor> A witch knows a few tricks at the outset of his or her career that can be of great use even when other potent eldritch powers are also at the witch's disposal. </Flavor>
		<specific name="Short Description"> Gain three cantrips of your choice </specific>
		<specific name="Level"> 1 </specific>
		<rules>
			<modify name="ID_FMP_POWER_12731" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_13970" type="Power" Field="Power Type" value="Utility" />
			<modify name="ID_FMP_POWER_13971" type="Power" Field="Power Type" value="Utility" />
            <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
            <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
            <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
			<select type="Power" number="3" Category="ID_FMP_CLASS_FEATURE_2870" />
		</rules>
  
You gain three cantrips of your choice.
	</RulesElement>

	<RulesElement name="Witch's Familiar" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4145" source="Heroes of the Feywild">
		<Category> 1 </Category>
		<Flavor> Unlike other wizards, a witch receives the gift of arcane power from a patron such as an archfey, a god, a devil, an angel, a demon, or another powerful being. The witch might or might not be aware of the patron's true identity or its reasons for bestowing power, but such entities always have their reasons, which become clear in time, for good or ill.
	A witch's familiar takes the shape of a Tiny creature, usually a natural or a fey beast such as a cat, a serpent, or a raven, and acts as an intermediary between the witch and the patron of the witch's power. Bound to the witch's soul, this familiar instructs the witch in the use of supernatural powers. 
	Your familiar can have as active a role as you like. Familiars have a distinct personality and a unique relationship with the witches they instruct. Your familiar might provide hints and lore, or it might be a subtle presence in the background that appears and disappears without a sound, if you prefer to downplay its role in your story. </Flavor>
		<specific name="Short Description"> Gain Arcane Familiar Feat; after an extended rest replace one wizard daily or utility powers; at 24th level use an action point to regain the use of a wizard encounter attack power </specific>
		<specific name="Level"> 1 </specific>
		<rules>
			<grant name="ID_FMP_FEAT_738" type="Feat" />
		</rules>
  
You gain the Arcane Familiar feat as a bonus feat.
	At the end of each extended rest, when you confer with your familiar you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power's level.
	When you reach level 24, your familiar enables you to spend an action point on your turn to regain the use of one of your expended wizard encounter attack powers, instead of taking an extra action. If you do so, you gain combat advantage against every target of that power the next time you use it during the current encounter.
	</RulesElement>

	<RulesElement name="Augury" type="Power" internal-id="ID_FMP_POWER_15850" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4151,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
		<Flavor> You read the mystic signs and glean a notion of the future. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility  </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Requirement"> You must use this power during an extended rest. </specific>
		<specific name="Effect"> You ask a question and receive a vague notion of the future. You might receive a clue as to whether a specific course of action is likely to have positive or negative results. This notion can take the form of a single image, a hint about a danger that might be faced, or just a positive or negative feeling about the current course of destiny. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level" />
		<specific name="Power Type"> Utility </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4151 </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
	</RulesElement>

	<RulesElement name="Beast Switch" type="Power" internal-id="ID_FMP_POWER_14538" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> You reach out to touch your foe, and for an instant it transforms into a small, frightened beast that runs in a wild panic before returning to its true shape. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Implement, Psychic, Transmutation </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Melee 1 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 1d8 + Intelligence modifier psychic damage. You knock the target prone and can slide it 1 square. The target cannot make opportunity attacks until the end of your next turn.
	Level 21: 2d8 + Intelligence modifier psychic damage. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Some polymorph spells can transform a creature from one form to another for a moment, and others for all time. Beast switch contains only the barest essence of a transformation spell, ideal for transforming a foe just long enough to confound it and take advantage of its disorientation.
	</RulesElement>

	<RulesElement name="Breath of Night" type="Power" internal-id="ID_FMP_POWER_14539" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> At your whisper, the chill night wind answers, a forceful gust that heeds your will. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 1 </specific>
		<specific name="Target"> Each creature in the burst </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier.
	Level 21: 2d6 + Intelligence modifier cold damage. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Whether you stand in the fastness of a sunny elven grove or in a dark cavern beneath the surface of the world, the night wind knows your voice, and you can call it to your command.
	</RulesElement>
  
  <RulesElement name="Witch Bolt" type="Power" internal-id="ID_FMP_POWER_14541" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> You hurl a bolt of crackling energy, forming a line of lightning between you and your foe. </Flavor>
		<specific name="Power Usage"> At-Will </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Evocation, Implement, Lightning </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Reflex </specific>
		<specific name="Hit"> 1d10 + Intelligence modifier lightning damage.
	Level 21: 2d10 + Intelligence modifier lightning damage. </specific>
		<specific name="Sustain Standard"> Reroll the damage and deal it to the target again. Once the target is out of range, you can't sustain this power. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
You have mastered the ability to create bolts of energy and hurl them against your enemies. Wizards use this spell to ward off enemies that approach too closely, or to punish a foe that does not have the ability to escape.
	</RulesElement>

	<RulesElement name="Dread Presence" type="Power" internal-id="ID_FMP_POWER_14542" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4149,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> Your shadow lengthens and grows, looming over your enemies and overcoming them with dread. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Fear, Implement, Necrotic, Nethermancy, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. </specific>
		<specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier. </specific>
		<specific name="Special"> All damage from this attack and its effect ignores 5 points of necrotic resistance. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4149 </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Spellcasters from the Feywild have mastered the art of appearing to be more frightening than they are, scaring off enemies with a presence so terrifying that it causes pain in the minds of those who look on the caster.
	</RulesElement>

	<RulesElement name="Glorious Presence" type="Power" internal-id="ID_FMP_POWER_14543" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4150,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> Radiant moonlight streams from you in all directions, and those who behold you are stricken with awe. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Radiant </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 2 </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier. </specific>
		<specific name="Effect"> You and each ally in the burst gain temporary hit points equal to your Wisdom modifier. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4150 </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The Sidhe lords and other eladrin nobility are often described as having the epitome of regal bearing. Many eladrin learn to project a strong presence that inspires awe and wonder in those who look upon them, so much so that the eladrin seem to burn brightly with pure silver energy. As happened with many eladrin secrets, it did not take long for knowledge of this spell to spread to other races.
	</RulesElement>

	<RulesElement name="Bewitching Charm" type="Power" internal-id="ID_FMP_POWER_14544" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
		<Flavor> You chant the twisting words of the bewitching charm, lulling your foes into a waking dream. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area burst 1 within 10 squares </specific>
		<specific name="Target"> Each creature in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> The target is dazed (save ends). </specific>
		<specific name=" First Failed Saving Throw"> The target is instead dazed and immobilized (save ends both). </specific>
		<specific name="Miss"> The target cannot make opportunity attacks until the end of your next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
When the mind is seized by a strange attraction or dazed under the influence of a spell, a person is said to be bewitched. Bewitching charm defines this effect, overtaking the senses and captivating the subject, setting its mind to wander as if in a dream.
	</RulesElement>

	<RulesElement name="Charm of Forbiddance" type="Power" internal-id="ID_FMP_POWER_14545" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
		<Flavor> Your voice tremulous with thunder, you invoke the charm of forbiddance on your enemy. With each further attack it makes against you, it howls its torment. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 20 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 3d8 + Intelligence modifier psychic damage. </specific>
		<specific name="Miss"> Half damage. </specific>
		<specific name="Effect"> The target takes psychic damage equal to 2 + your Wisdom modifier whenever it hits or misses you or one of your allies (save ends). </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The charm of forbiddance places a punishing hex on a creature that intends you harm. Whenever it tries to resist the charm and make an attack, it suffers the same pain it means to inflict.
	</RulesElement>

	<RulesElement name="Charm of Protection" type="Power" internal-id="ID_FMP_POWER_14546" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,2 </Category>
		<Flavor> The instant before a blow connects, your spell interposes a spectral object in its path. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Utility 2 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Immediate Interrupt </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Trigger"> You are hit by an attack. </specific>
		<specific name="Effect"> You gain a +2 power bonus to all defenses against the attack, and you gain temporary hit points equal to 2 + your Wisdom modifier. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 2 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
In moments of desperation, a wizard can hastily summon objects to block an attack that might otherwise have proved fatal. The charm of protection places a physical barrier between the wizard and the coming blow and grants a slight amount of magical protection.
	</RulesElement>

	<RulesElement name="Herbal Healing" type="Power" internal-id="ID_FMP_POWER_14547" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
		<Prereqs> You must have training in Heal. </Prereqs>
		<print-prereqs> You must have training in Heal. </print-prereqs>
		<Flavor> Using a mix of herbal lore and witchcraft, you work a spell that binds a wound. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Utility 2 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Melee 1 </specific>
		<specific name="Prerequisite"> You must have training in Heal. </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Effect"> The target can make a saving throw and use his or her second wind if it is available. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 2 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Some wizards, and most witches, are famous for their knowledge of magical herbs and poultices that harm and heal. Wild plants and restorative herbs prepared with a healing incantation can ease pain and aid in the recovery of an ally's stamina.
	</RulesElement>

	<RulesElement name="Simple Animation" type="Power" internal-id="ID_FMP_POWER_14548" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MOVE_ACTION,2 </Category>
		<Flavor> At your command, an ordinary object springs to life and moves where you bid. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Utility 2 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Move Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One Medium or smaller object that is not fastened in place or held by a creature </specific>
		<specific name="Effect"> The target animates until the end of your next turn, and you slide it up to 5 squares. While the target is animated by this power, you can move it farther by sliding it up to 5 squares as a move action. </specific>
		<specific name="Sustain Move"> The animation persists until the end of your next turn, and you slide the target up to 5 squares. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 2 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Many wizards are solitary folk. In order to weed gardens, wash clothing, and organize herbs and spell components, they learn to animate ordinary objects and set them to tasks. In magical duels, they move such items to take shelter behind them, or to deny such protection to their opponents.
	</RulesElement>

	<RulesElement name="Call the Night Winds" type="Power" internal-id="ID_FMP_POWER_14549" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
		<Flavor> Howling night winds spiral around you, blotting out light, chilling your foes, and heeding your every command. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 3 </specific>
		<specific name="Keywords"> Arcane, Cold, Evocation, Implement, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 2d6 + Intelligence modifier cold damage. </specific>
		<specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured to creatures other than you, and any creature but you that starts its turn in the zone is slowed until the end of its next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 3 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
In the night, beneath the moon, it is said that witches are at their most powerful. You have learned to call the night winds to you and to swirl them about you in a flurry of darkness that grants protection from your foes.
	</RulesElement>

	<RulesElement name="Grim Shadow" type="Power" internal-id="ID_FMP_POWER_14550" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 </Category>
		<Flavor> Reaching into the Shadowfell, you cast a tangible, looming shadow that strikes fear into the living. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 3 </specific>
		<specific name="Keywords"> Arcane, Fear, Implement, Necrotic, Nethermancy </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 3 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d8 + Intelligence modifier necrotic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. </specific>
		<specific name="Effect"> Each target takes a -2 penalty to Will until the end of your next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 3 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Those that stand before you cower beneath the shadow you cast. Deeper and darker than any ordinary play of the light, it originates in the Shadowfell, and you can extend it to tower over your foes, freezing the blood in their veins.
	</RulesElement>

	<RulesElement name="Foe to Frog" type="Power" internal-id="ID_FMP_POWER_14551" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
		<Flavor> A billowing cloud of green fog surrounds your foe. When the fog dissipates, your enemy is gone, and a minuscule creature such as a frog, a newt, or a mouse stands in its place. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 5 </specific>
		<specific name="Keywords"> Arcane, Implement, Polymorph, Transmutation </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> The target turns into a Tiny beast of your choosing (save ends). </specific>
		<specific name="Miss"> The target turns into a Tiny beast of your choosing until the end of its next turn. </specific>
		<specific name="Effect"> As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 5 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
In stories and folk tales, witches transform unfortunate mortals into toads, mice, and other tiny animals. Foe to frog turns a powerful threat into a tiny, harmless creature of the wizard's choice.
	</RulesElement>

	<RulesElement name="Savage Transformation" type="Power" internal-id="ID_FMP_POWER_14552" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
		<Flavor> You warp your enemy's form, changing it into a monster covered with coarse fur or scales, the flames of savagery burning in its eyes. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 5 </specific>
		<specific name="Keywords"> Arcane, Implement, Polymorph, Transmutation </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 2d8 + Intelligence modifier damage, and you partially transform the target's mind and body into that of a savage monster (save ends). Until this transformation ends, the target must make an opportunity attack against any creature that willingly leaves a square adjacent to it, and if any creature ends its turn adjacent to the target, the target must use a free action to deal  damage to that creature equal to 5 + your Intelligence modifier. </specific>
		<specific name="Miss"> Half damage, and the target must make an opportunity attack against any creature that willingly leaves a square adjacent to it until the end of your next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 5 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
When you cast savage transformation, you turn your target into a bestial, half-humanoid monster driven by savage instincts. Use this power when your target is surrounded by its allies, forcing your enemy to choose between movement and taking damage from its friends. A brute is an especially good target for this power.
	</RulesElement>

	<RulesElement name="Evanesce" type="Power" internal-id="ID_FMP_POWER_14554" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 </Category>
		<Flavor> The instant you feel your enemy's attack, you vanish in a puff of black smoke. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 6 </specific>
		<specific name="Keywords"> Arcane, Zone </specific>
		<specific name="Action Type"> Immediate Reaction </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Trigger"> You are damaged by an attack. </specific>
		<specific name="Effect"> You are removed from play until the start of your next turn. The space you vacate becomes a zone that is heavily obscured and lasts until the end of the encounter. At the start of your next turn, you reappear in a square of your choice up to 5 squares from the zone. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 6 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
When a wizard casts this spell, he or she does not reappear immediately. Some believe that you exist for a moment removed completely from time and space.
	</RulesElement>

	<RulesElement name="Oracular Maneuver" type="Power" internal-id="ID_FMP_POWER_14555" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 </Category>
		<Flavor> You witnessed this encounter in a dream, and you told your companions that it would come to pass. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Utility 6 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Immediate Reaction </specific>
		<specific name="Attack Type"> Close burst 5 </specific>
		<specific name="Trigger"> An enemy ends its turn within 5 squares of you. </specific>
		<specific name="Effect"> You and each ally in the burst can shift 1 square as a free action. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 6 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
With their powers of prophecy, witches witness brief flashes of events that might come to pass. Oracular maneuver enables you to take action in response to such a vision.
	</RulesElement>

	<RulesElement name="Revitalizing Charm" type="Power" internal-id="ID_FMP_POWER_14556" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
		<Flavor> You crumble enchanted herbs between your fingers and command your flagging companion to steel herself or himself for battle. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 6 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Target"> You or one ally </specific>
		<specific name="Effect"> You remove one effect from the target that a save can end. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 6 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
With a sprinkled handful of dried herbs and a brief incantation, you cause the subject of your spell to reach deep into his or her reserves of inner strength.
	</RulesElement>

	<RulesElement name="Puckish Sprite" type="Power" internal-id="ID_FMP_POWER_14557" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
		<Flavor> You call forth a mischievous fey creature, aglow with fairy light and as meddlesome as a satyr. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 7 </specific>
		<specific name="Keywords"> Arcane, Conjuration, Implement, Radiant </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 1d10 + Intelligence modifier radiant damage. You slide the target up to 2 squares, and it makes a basic attack as a free action against a creature of your choice. </specific>
		<specific name="Effect"> You conjure a puckish sprite in an unoccupied square adjacent to the target. The sprite lasts until the end of your next turn. Any enemy of yours adjacent to the sprite takes a -4 penalty to attack rolls. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 7 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The puckish sprite spell conjures forth a glimmering fey creature, or at least an impressive simulacrum of one, that grabs an enemy and whisks it a short distance away, causing it to attack one of its companions. Before the sprite vanishes, it dances around, taunts your enemies, and otherwise distracts them from their tasks.
	</RulesElement>

	<RulesElement name="Vile Vermin" type="Power" internal-id="ID_FMP_POWER_14558" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_14,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 </Category>
		<Flavor> The ground seems to burst upward as a surge of centipedes, beetles, rats, and snakes work their way to the surface around your foe. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 7 </specific>
		<specific name="Keywords"> Arcane, Implement, Poison </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Reflex </specific>
		<specific name="Hit"> 2d10 + Intelligence modifier poison damage. </specific>
		<specific name="Effect"> Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 5 poison damage. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 7 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
This spell causes swarms of skittering, crawling creatures to answer the spellcaster's call. These creatures bite, sting, and nip at a chosen foe, harrying enemies that get too near to the swarm.
	</RulesElement>

	<RulesElement name="Fool's Charm" type="Power" internal-id="ID_FMP_POWER_14559" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
		<Flavor> You turn your implement round and round, invoking the words to the charm that will rob your enemy of all tactical sense. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 9 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 20 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 3d8 + Intelligence modifier psychic damage, and you slide the target up to a number of squares equal to your Wisdom modifier. The target also takes ongoing 5 psychic damage (save ends). </specific>
		<specific name=" Each Failed Saving Throw"> You slide the target up to a number of squares equal to your Wisdom modifier. </specific>
		<specific name="Miss"> Half damage, and you slide the target up to a number of squares equal to your Wisdom modifier. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 9 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The fool's charm sends a creature carelessly wandering about, heedless of any possible danger. Wizards who wish to rid themselves of troublemakers place the charm upon them and send them out near cliffs, down into mine shafts, or into the sea.
	</RulesElement>

	<RulesElement name="Hex of Madness" type="Power" internal-id="ID_FMP_POWER_14560" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
		<Flavor> You incite a mob of your enemies, turning them into a frenzy of raving madness. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 9 </specific>
		<specific name="Keywords"> Arcane, Enchantment, Implement, Psychic, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area burst 1 within 10 squares </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d12 + Intelligence modifier psychic damage. </specific>
		<specific name="Miss"> Half damage. </specific>
		<specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Each enemy that ends its turn in the zone takes psychic damage equal to 2 + your Intelligence modifier. </specific>
		<specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 9 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Mortal creatures seldom realize how close their fragile minds rest to the brink of madness. This power nudges them over the edge.
	</RulesElement>

	<RulesElement name="Witch Thorns" type="Power" internal-id="ID_FMP_POWER_14561" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_71,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 </Category>
		<Flavor> As you utter the command word, the vegetation at your feet writhes like snakes, twisting into a high wall of black thorns that snag those who try to pass through it. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 10 </specific>
		<specific name="Keywords"> Arcane, Transmutation, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area wall 3 within 10 squares </specific>
		<specific name="Effect"> The wall creates a zone that lasts until the end of the encounter. The zone can be up to 4 squares high and must be on a solid surface. The zone can provide partial cover and blocks line of sight. The zone is difficult terrain, and when any enemy attempts to leave a square in the zone, the creature must succeed on a saving throw or be immobilized until the start of its next turn. Once per round as a minor action, you can expand or contract the zone by 2 squares in any direction. </specific>
		<specific name="Special"> If the zone is created in an area of natural vegetation, the zone's squares can be attacked, and it doesn't vanish at the end of the encounter, instead remaining until destroyed. Each square of the zone has 25 hit points and vulnerable 10 fire and can be hit automatically by any attack, but it is immune to forced movement, all conditions, and attacks that target Will. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 10 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Your expertise with plants, herbs, and the powers of transformation has given you insight into a spell that creates a climbing wall of twisting black thorns that expands and grows madly in all directions. Many a witch has cast this spell to bar intruders or to create a temporary shelter in the wild.
	</RulesElement>

	<RulesElement name="Improved Dread Presence" type="Power" internal-id="ID_FMP_POWER_14562" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
		<Flavor> You become a great shadow made manifest, a thing of nightmare that causes your enemies to cower before you. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 13 </specific>
		<specific name="Keywords"> Arcane, Fear, Implement, Necrotic, Nethermancy, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d8 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. </specific>
		<specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your 5 + your Wisdom modifier. </specific>
		<specific name="Special"> All damage from this attack and its effect ignores the first 10 points of necrotic resistance. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 13 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Fear can be a potent power in any spellcaster's arsenal. When you unleash the fury of your presence upon your enemies, you not only make them want to flee before you, but can also cause them to quake with such fear that they seem unable to do more than cringe at the sight of you.
	</RulesElement>

	<RulesElement name="Improved Glorious Presence" type="Power" internal-id="ID_FMP_POWER_14563" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 </Category>
		<Flavor> The bright light of the full moon erupts from within you, leaving thousands of glittering motes of faint light lingering nearby. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 13 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Radiant </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 2 </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 3d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier. </specific>
		<specific name="Effect"> You and each ally in the burst gain temporary hit points equal to your Wisdom modifier + one-half your level. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 13 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
When you release the energy bound within you, it no longer flashes quickly and vanishes. Instead, the very world around you seems to warp with the impression you made on it, causing vestiges of your prowess to linger long enough to inspire your allies.
	</RulesElement>

	<RulesElement name="Charm of the Dark Dream" type="Power" internal-id="ID_FMP_POWER_14564" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
		<Flavor> As a wisp of black smoke, you enter your enemy's mind and control it with sinister whispers. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 15 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d6 + Intelligence modifier psychic damage, and the target is dominated (save ends). Until the domination ends, you are removed from play. You can end the domination at the start of your turn. When you return to play, you appear in an unoccupied space within 5 squares of the target. </specific>
		<specific name="Miss"> Half damage, and you are removed from play until the start of your next turn. When you return to play, you appear in an unoccupied space within 5 squares of the target. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 15 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
You can change into the form of a dream to haunt your enemies and drive them to madness and murder. Wizards in the Shadowfell cast this spell to eliminate their enemies without a trace.
	</RulesElement>

	<RulesElement name="Hex of Woe" type="Power" internal-id="ID_FMP_POWER_14565" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
		<Flavor> When you complete the spell, your foe resigns itself to the chill of death, leaving holes in its defenses. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 15 </specific>
		<specific name="Keywords"> Arcane, Cold, Implement, Necromancy, Necrotic </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 4d10 + Intelligence modifier cold and necrotic damage. </specific>
		<specific name="Miss"> Half damage. </specific>
		<specific name="Effect"> The target gains vulnerable 5 to all damage (save ends). </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 15 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The hex of woe is used by wizards to make themselves appear mighty before their enemies. The charm quenches the spirit of your enemy, removing its will to fight, thus granting your allies a momentary advantage.
	</RulesElement>

	<RulesElement name="Mare's Body" type="Power" internal-id="ID_FMP_POWER_14566" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
		<Flavor> You partially transform your body into that of a swift horse, a monstrous spider, a scaly lizard, or an even stranger creature. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 16 </specific>
		<specific name="Keywords"> Arcane, Polymorph, Transmutation </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Effect"> Until the end of the encounter, you transform your body from the waist down into the body of a creature with more than two legs, such as a horse, a lizard, or a giant spider. While in this form, you retain your equipment and gain +4 power bonus to speed. When you move willingly, you can choose one adjacent ally, and for each square you move you can pull that ally 1 square. Your size category also increases by one (from Medium to Large, for instance); however, your weapons do not grow, and when you use a close power, you must choose a single square in your space as its origin square. You can end this form as a minor action. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 16 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
When you need to travel swiftly across the battlefield or make a quick overland journey, mare's body grants you additional legs. You can even transport a companion who can fight from your back.
	</RulesElement>

	<RulesElement name="Tides of Fate" type="Power" internal-id="ID_FMP_POWER_14567" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_68,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
		<Flavor> With a cry to your mighty patron, you alter the course of fate, turning the tables on your enemies. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 16 </specific>
		<specific name="Keywords"> Arcane, Aura </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Effect"> You activate an aura 3 that lasts until you end it as a minor action or until you fall unconscious. Any ally who fails a skill check in the aura gains a +2 bonus the next time he or she makes the same kind of skill check, and any ally who fails a saving throw in the aura gains a +2 power bonus to his or her next saving throw. Any enemy in the aura that hits you or an ally in the aura grants combat advantage until the end of its next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 16 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
As the beneficiary of arcane might from a powerful entity, you can call upon it to sway the balance of fortune in your favor. As the moon pulls the tides of the ocean, so you bring luck back to your allies, just as those who oppose you learn too late that it is bad luck indeed to tangle with you.
	</RulesElement>

	<RulesElement name="Choking Shadow" type="Power" internal-id="ID_FMP_POWER_14568" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CLASS_FEATURE_845,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 </Category>
		<Flavor> Your shadow separates from you and flits across the ground to throttle your enemy with spindly talons made of freezing darkness. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 17 </specific>
		<specific name="Keywords"> Arcane, Cold, Conjuration, Implement, Necrotic, Nethermancy </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 20 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Effect"> You conjure your shadow in an unoccupied square adjacent to the target. The shadow lasts until the end of your next turn or until the target is not adjacent to it. The shadow then makes the following attack against the target. </specific>
		<specific name=" Attack"> Intelligence vs. Reflex </specific>
		<specific name=" Hit"> 2d10 + Intelligence modifier cold and necrotic damage, and the target is immobilized until the end of your next turn. </specific>
		<specific name=" Miss"> Half damage, the target is slowed until the end of your next turn, and you cannot sustain the shadow. </specific>
		<specific name="Sustain Standard"> The shadow persists until the end of your next turn or until the target is not adjacent to it, and the shadow repeats the attack against the target. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 17 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Some witches can draw upon the dark of moonless nights to animate their own shadows with necrotic energy. Many a murder has been committed in this way, with shadows materializing above their sleeping victims and strangling them before drifting away to reunite with their masters.
	</RulesElement>

	<RulesElement name="Night Tempest" type="Power" internal-id="ID_FMP_POWER_14569" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,17 </Category>
		<Flavor> Your will is as strong as the chilling wind that comes at your call, grasping your enemies and tossing them like toys. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 17 </specific>
		<specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 2d8 + Intelligence modifier cold damage, and you push the target up to 5 squares and knock it prone. </specific>
		<specific name="Miss"> Half damage, and you can push the target 1 square. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 17 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Now that you have mastered the night wind, you can control its temper, inciting it to destruction or calming it to a gentle breeze. When enemies press upon you, you can call down a windstorm to sweep them away.
	</RulesElement>

	<RulesElement name="Fragile Form" type="Power" internal-id="ID_FMP_POWER_14570" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
		<Flavor> With a word, you transform your enemy's body into a living doll made of glass, dry paper, or threadbare cloth. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 19 </specific>
		<specific name="Keywords"> Arcane, Implement, Polymorph, Transmutation </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 10 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> 3d8 + Intelligence modifier damage, and you transform the target's physical form into glass, paper, cloth, or another fragile material (save ends). Until the transformation ends, the target is slowed and the target gains your choice of vulnerable 10 to all damage or vulnerable 15 fire. </specific>
		<specific name="Miss"> Half damage, and the target gains vulnerable 5 to all damage (save ends). </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 19 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Wizards use fragile form to transform their enemies into dolls made of flimsy, easily destroyed materials. A spark or a flame typically consumes such creatures so quickly that there is little left of them by the time the spell has run its course. A wizard typically reserves this spell for an enemy that poses so great a threat it must be eliminated quickly.
	</RulesElement>

	<RulesElement name="Mass Transformation" type="Power" internal-id="ID_FMP_POWER_14571" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
		<Flavor> When you utter the powerful command, your foes disappear in plumes of smoke, to be replaced by frogs, mice, hermit crabs, or some other tiny creatures. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 19 </specific>
		<specific name="Keywords"> Arcane, Implement, Polymorph, Transmutation </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area burst 2 within 20 squares </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Fortitude </specific>
		<specific name="Hit"> The target turns into a Tiny beast of your choice (save ends). </specific>
		<specific name=" Aftereffect"> The target takes 3d8 + your Intelligence modifier damage from the transformation. </specific>
		<specific name="Miss"> The target turns into a Tiny beast of your choice until the end of its next turn. </specific>
		<specific name="Effect"> As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 19 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Your mastery of shapechanging nearly complete, you can now cast spells you learned long ago in the form of powerful incantations strong enough to reduce armies to flopping, scurrying creatures. Mass transformation removes several enemies from the battlefield, allowing you to concentrate on one threat at a time.
	</RulesElement>

	<RulesElement name="Preserving Sleep" type="Power" internal-id="ID_FMP_POWER_14572" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,22 </Category>
		<Flavor> With words as soft as falling grains of sand, your spell places the subject into a deep slumber, preserving it from death. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 22 </specific>
		<specific name="Keywords"> Arcane </specific>
		<specific name="Action Type"> Immediate Interrupt </specific>
		<specific name="Attack Type"> Ranged 20 </specific>
		<specific name="Trigger"> You or an ally within 20 squares of you dies. </specific>
		<specific name="Target"> The triggering character </specific>
		<specific name="Effect"> The target does not die. All harmful effects end on him or her, and the target's hit points reset to 0. The target falls into a stasis that resembles sleep. In this state, the target does not age, although he or she can be killed, and the target is immune to hunger, thirst, poison, disease, and suffocation. This stasis lasts until the target is healed. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 22 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The powerful preserving sleep spell places an enchantment on the subject at the moment death would take it, putting it in a deep slumber until it can be awakened to life. Some wizards cast the spell on themselves, sleeping through the ages to reawaken in an unsuspecting world that believed them to be only legends.
	</RulesElement>

	<RulesElement name="Umbral Stride" type="Power" internal-id="ID_FMP_POWER_14573" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
		<Flavor> You change into an insubstantial entity that flits from shadow to shadow. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Utility 22 </specific>
		<specific name="Keywords"> Arcane, Nethermancy, Teleportation </specific>
		<specific name="Action Type"> Minor Action </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Effect"> Until the end of your next turn, you are phasing, and you can use a move action to teleport up to 10 squares to a square adjacent to a creature that you can see. </specific>
		<specific name="Sustain Minor"> The effect persists until the end of your next turn. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 22 </specific>
		<specific name="Power Type"> Utility </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
With this power you transform your being into shadow substance, allowing you to merge with the darkness and transport yourself from one creature's shadow to another. Where the veil between shadow and the world is thin, some wizards use this power to cross freely between planes.
	</RulesElement>

	<RulesElement name="Brutish Construct" type="Power" internal-id="ID_FMP_POWER_14574" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
		<Flavor> Pieces of debris and discarded fragments fly together to form a lumbering construct that obeys your commands. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 23 </specific>
		<specific name="Keywords"> Arcane, Conjuration, Implement </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 5 </specific>
		<specific name="Effect"> You conjure a construct in an unoccupied square in range that lasts until the end of your next turn. The construct occupies its square, and while you are adjacent to the construct, any enemy that ends its turn adjacent to it takes 15 damage. When the construct appears, it makes the following attack. </specific>
		<specific name=" Target"> One creature adjacent to the construct </specific>
		<specific name=" Attack"> Intelligence vs. AC </specific>
		<specific name=" Hit"> 4d10 + Intelligence modifier damage, and the construct pushes the target up to 5 squares. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 23 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Many wizards spend months or years laboring over the construction of artificial guardians. This spell enables you to bring together pieces of debris, discarded materials, and anything else that is lying around to build such a construct on the fly. This construct is stable enough to last for only a short time, but before the bindings that hold it together dissipate, it is capable of landing at least one great blow.
	</RulesElement>

	<RulesElement name="Horde of Puckish Sprites" type="Power" internal-id="ID_FMP_POWER_14575" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
		<Flavor> Several glimmering, mischievous sprites seem to spring forth from nowhere, wreaking havoc on nearby foes. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 23 </specific>
		<specific name="Keywords"> Arcane, Implement, Radiant, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area burst 2 within 10 squares </specific>
		<specific name="Target"> Each creature in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d10 + Intelligence modifier radiant damage, and the target is slowed until the end of its next turn. </specific>
		<specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. When any enemy of yours ends its turn adjacent to one or more creatures in the zone, choose one of the creatures in the zone to make a melee basic attack against that creature as a free action. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 23 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Much like the puckish sprite spell, this spell calls forth tiny fey creatures that act as distractions for your foes. In such a large group, these glowing sprites are even more capable of mischief than they are individually, and by the time they cease to exist, they will have sown chaos on the battlefield.
	</RulesElement>

	<RulesElement name="Bewitching Gaze" type="Power" internal-id="ID_FMP_POWER_14576" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
		<Flavor> Under the pull of your steady gaze, your foe bows to your every command. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 25 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Ranged 20 </specific>
		<specific name="Target"> One creature </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn. On the target's turn, you can command it to take a full set of actions (standard, move, and minor). </specific>
		<specific name="Sustain Standard"> You repeat the attack against the target. On a miss, the power ends. </specific>
		<specific name="Miss"> You do not expend this power. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 25 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Some wizards, particularly witches, become so beautiful or so terrifying that not even devils can look upon them unmoved. Beneath the gaze of such an individual, supplicants bow, their minds ready to carry out the wizard's desires.
	</RulesElement>

	<RulesElement name="Moonlight and Darkness" type="Power" internal-id="ID_FMP_POWER_14577" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
		<Flavor> The stark, pure light of the moon mingles with darkness and shifting shadow in such concentration that it sears your enemies. </Flavor>
		<specific name="Power Usage"> Daily </specific>
		<specific name="Display"> Wizard Attack 25 </specific>
		<specific name="Keywords"> Arcane, Evocation, Implement, Necrotic, Radiant, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Area burst 3 within 20 squares </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 4d8 + Intelligence modifier radiant and necrotic damage. </specific>
		<specific name="Miss"> Half damage. </specific>
		<specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Allies in the zone have partial concealment. Enemies in the zone have vulnerable 10 radiant and vulnerable 10 necrotic, and they grant combat advantage. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 25 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
You channel the twin forces of light and darkness and loose them upon the battlefield, dousing your enemies in the full, clear light of the moon while concealing your allies within the shadow of the new moon. This power represents the apex of accomplishment for a witch that is a master of the full moon and the dark moon.
	</RulesElement>

	<RulesElement name="Supreme Dread Presence" type="Power" internal-id="ID_FMP_POWER_14578" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
		<Flavor> You become a vision of nightmare, cloaking yourself in the dread shadow that is inexorably bound to you, wrapping it around you like a mantle. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 27 </specific>
		<specific name="Keywords"> Arcane, Fear, Implement, Necrotic, Nethermancy, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 3d8 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. </specific>
		<specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your 10 + your Wisdom modifier. </specific>
		<specific name="Special"> All damage from this attack and its effect ignores 15 points of necrotic resistance. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 27 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
So strong is your dread presence that your very shadow has practically become a living, animate thing. Occasionally it might disobey you, reflecting an action wholly different than the one you are taking. However, when you command it to obey you in your strongest voice, it becomes an implement of the terror you inspire.
	</RulesElement>

	<RulesElement name="Supreme Glorious Presence" type="Power" internal-id="ID_FMP_POWER_14579" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 </Category>
		<Flavor> As the light of your radiance repels your enemies, it also brings them to their knees before you, giving your allies a chance to draw near and rejuvenate themselves. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 27 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Radiant </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 3 </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 4d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier and knock the target prone. </specific>
		<specific name="Effect"> You and each ally in the burst gain temporary hit points equal to your Wisdom modifier + one-half your level. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 27 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Yours is the glory of the bright, full moon. You are radiant and terrible all at once, and your enemies cannot help but bow before you when they are caught within your moonlit thrall. The power you draw upon to cast this spell is that of the moon at its strongest and brightest, and it is said that a witch who casts this spell under the light of the brightest moon of the year can transcend his or her physical existence and become a thing of pure moonlight.
	</RulesElement>

	<RulesElement name="Chameleon's Mask" type="Power" internal-id="ID_FMP_POWER_15851" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036,ID_FMP_CLASS_FEATURE_4147,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
		<Flavor> You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy's sight and hearing. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Utility  </specific>
		<specific name="Keywords"> Arcane, Illusion </specific>
		<specific name="Action Type"> Free Action </specific>
		<specific name="Attack Type"> Personal  </specific>
		<specific name="Trigger"> You make a Stealth check. </specific>
		<specific name="Effect"> You make an Arcana check instead, using that result to determine the outcome of the Stealth check. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level" />
		<specific name="Power Type"> Utility </specific>
		<specific name="_Tags"> Cantrip </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
This cantrip lets you put your arcane learning to practical use, bending light and sound to make you almost invisible. Wizards use this power to hide from strong creatures that get too close, or to spy on creatures that happen to wander into their lairs.
	</RulesElement>

	<RulesElement name="Dread Presence" type="Power" internal-id="ID_FMP_POWER_14542" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4149,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_73,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> Your shadow lengthens and grows, looming over your enemies and overcoming them with dread. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Fear, Implement, Necrotic, Nethermancy, Zone </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close blast 5 </specific>
		<specific name="Target"> Each creature in the blast </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. </specific>
		<specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier. </specific>
		<specific name="Special"> All damage from this attack and its effect ignores 5 points of necrotic resistance. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4149 </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
Spellcasters from the Feywild have mastered the art of appearing to be more frightening than they are, scaring off enemies with a presence so terrifying that it causes pain in the minds of those who look on the caster.
	</RulesElement>

	<RulesElement name="Glorious Presence" type="Power" internal-id="ID_FMP_POWER_14543" source="Heroes of the Feywild">
		<Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4150,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
		<Flavor> Radiant moonlight streams from you in all directions, and those who behold you are stricken with awe. </Flavor>
		<specific name="Power Usage"> Encounter </specific>
		<specific name="Display"> Wizard Attack 1 </specific>
		<specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Radiant </specific>
		<specific name="Action Type"> Standard Action </specific>
		<specific name="Attack Type"> Close burst 2 </specific>
		<specific name="Target"> Each enemy in the burst </specific>
		<specific name="Attack"> Intelligence vs. Will </specific>
		<specific name="Hit"> 2d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier. </specific>
		<specific name="Effect"> You and each ally in the burst gain temporary hit points equal to your Wisdom modifier. </specific>
		<specific name="Class"> ID_FMP_CLASS_9 </specific>
		<specific name="Level"> 1 </specific>
		<specific name="Power Type"> Attack </specific>
		<specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4150 </specific>
		<specific name="_Subclasses"> ID_FMP_CLASS_908 </specific>
The Sidhe lords and other eladrin nobility are often described as having the epitome of regal bearing. Many eladrin learn to project a strong presence that inspires awe and wonder in those who look upon them, so much so that the eladrin seem to burn brightly with pure silver energy. As happened with many eladrin secrets, it did not take long for knowledge of this spell to spread to other races.
	</RulesElement>
<!-- Legendary Witch re-coded to include missing spells -->
  <RulesElement name="Legendary Witch" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_910" source="Heroes of the Feywild">
    <Prereqs> ID_FMP_CLASS_908 </Prereqs>
    <print-prereqs> Witch </print-prereqs>
    <specific name="Class Features"> ID_FMP_CLASS_FEATURE_4165, ID_FMP_CLASS_FEATURE_4166, ID_FMP_CLASS_FEATURE_4169, ID_FMP_CLASS_FEATURE_4172, ID_FMP_CLASS_FEATURE_4175 </specific>
    <specific name="Powers"> ID_FMP_POWER_15865,ID_FMP_POWER_15866,ID_FMP_POWER_15868,ID_FMP_POWER_15869,ID_FMP_POWER_15870,ID_FMP_POWER_15871,ID_FMP_POWER_15873 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15868,ID_FMP_POWER_15866,ID_FMP_POWER_15869,ID_FMP_POWER_15870,ID_FMP_POWER_15871,ID_FMP_POWER_15872,ID_FMP_POWER_15873,ID_FMP_POWER_15874,ID_FMP_POWER_15865 </specific>
    <rules>
      <grant name="ID_FMP_CLASS_FEATURE_4165" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4166" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4169" type="Class Feature" Level="11" />
      <grant name="ID_FMP_CLASS_FEATURE_4172" type="Class Feature" Level="12" />
      <grant name="ID_FMP_POWER_15865" type="Power" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_4175" type="Class Feature" Level="20" />
    </rules>  
Your reputation as a witch runs far and wide. Bards and other storytellers weave colorful tales about your frightening powers, carrying those stories from land to land. Whether the tales portray you as a saint, a villain, or an enigmatic hand of fate, ordinary folk pray to the gods that you do not one day darken their doors.
</RulesElement>
  <RulesElement name="Favor of the Moon" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4165" source="Heroes of the Feywild">
    <Category> 11 </Category>
    <Flavor> When the moon enters the right phase, you grow stronger, drawing more deeply on your coven's experience while the moon reaches the peak of its power. </Flavor>
    <specific name="Short Description"> You can see invisible creatures that are adjacent to you and are immune to the blinded condition </specific>
    <specific name="Level"> 11 </specific>
You can see invisible creatures that are adjacent to you, and you are immune to the blinded condition.
</RulesElement>
  <RulesElement name="Moon Coven Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4166" source="Heroes of the Feywild">
    <Category> 11 </Category>
    <Flavor> Witches of the different moon covens learn to reach deep into their own reserves to inspire their allies, preserve themselves, or terrify their enemies. </Flavor>
    <specific name="Short Description"> Gain a benefit that is associated with your moon coven </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4167, ID_FMP_CLASS_FEATURE_4168 </specific>
		<rules>
			<grant name="ID_FMP_CLASS_FEATURE_4167" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4149"/>
			<grant name="ID_FMP_CLASS_FEATURE_4168" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4150"/>
		</rules>  
You gain a benefit that is associated with your moon coven.
</RulesElement>
  <RulesElement name="Dark Moon Coven Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4167" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4166,11 </Category>
    <Flavor> Fear is the force that repels your enemies and causes them to think twice about challenging you. You wield fear as you would a beast on a chain, releasing it when you want to scatter your foes. </Flavor>
    <specific name="Short Description"> When you spend an action point you push each adjacent enemy a number of squares equal to your Wis mod </specific>
    <specific name="Level"> 11 </specific>
		<rules>
            <textstring name="Action Point" value="Dark Moon Coven Action: When you spend an action point you push each adjacent enemy a number of squares equal to your Wis mod." />
        </rules>  
When you spend an action point to take an extra action, you push each enemy adjacent to you up to a number of squares equal to your Wisdom modifier.
</RulesElement>
  <RulesElement name="Full Moon Coven Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4168" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4166,11 </Category>
    <Flavor> Even in the darkest night, the light of the full moon illuminates the shadowed world. </Flavor>
    <specific name="Short Description"> When you spend an action point any enemy within 3 squares of you grant combat advantage </specific>
    <specific name="Level"> 11 </specific>
		<rules>
            <textstring name="Action Point" value="Full Moon Coven Action: When you spend an action point any enemy within 3 squares of you grant combat advantage." />
        </rules>  
When you spend an action point to take an extra action, any enemy within 3 squares of you grants combat advantage until the end of your next turn.
</RulesElement>
  <RulesElement name="Moon Coven Encounter Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4169" source="Heroes of the Feywild">
    <Category> 11 </Category>
    <Flavor> You have become a master at cursing your foes with the fate they deserve. </Flavor>
    <specific name="Short Description"> Gain a power associated with your moon coven </specific>
    <specific name="Level"> 11 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4170, ID_FMP_CLASS_FEATURE_4171 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15868,ID_FMP_POWER_15866 </specific>
	    <rules>
			<grant name="ID_FMP_CLASS_FEATURE_4171" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4149"/>
			<grant name="ID_FMP_CLASS_FEATURE_4170" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4150"/>
		</rules>    
You gain an encounter attack power associated with your moon coven, either madness of the full moon for the full moon coven or terror of the dark moon for the dark moon coven.
</RulesElement>
  <RulesElement name="Madness of the Full Moon" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4170" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4169,11 </Category>
    <Flavor> The full moon is said to make lunatics of lovers and madmen. You know how to channel the moon's tidal pull and
cast its radiance among your foes to send them into confusion. </Flavor>
    <specific name="Short Description"> Gain the madness of the full moon power </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_15866 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15866 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15866" type="Power"/>
		</rules>   
You gain the madness of the full moon power.
</RulesElement>
  <RulesElement name="Terror of the Dark Moon" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4171" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4169,11 </Category>
    <Flavor> The night holds few terrors for you now. The same cannot be said of your enemies, who cannot fathom the doom that awaits them. With but a gesture, you can take away the light or conjure a deeper darkness in which even creatures born to shadow will find their fears revealed. </Flavor>
    <specific name="Short Description"> Gain the terror of the dark moon power </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Powers"> ID_FMP_POWER_15868 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15868 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15868" type="Power"/>
		</rules>   
You gain the terror of the dark moon power.
</RulesElement>
  <RulesElement name="Moon Coven Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4172" source="Heroes of the Feywild">
    <Category> 12 </Category>
    <Flavor> Your mastery of witchcraft allows you to cast spells of even greater power. </Flavor>
    <specific name="Short Description"> Gain a utility power associated with your moon coven </specific>
    <specific name="Level"> 12 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4173, ID_FMP_CLASS_FEATURE_4174 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15869,ID_FMP_POWER_15870 </specific>
		<rules>
			<grant name="ID_FMP_CLASS_FEATURE_4173" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4149"/>
			<grant name="ID_FMP_CLASS_FEATURE_4174" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4150"/>
		</rules>
You gain a utility power associated with your moon coven either dark moon's reckoning for the dark moon coven or moonlight's mischief for the full moon coven.
</RulesElement>
  <RulesElement name="Dark Moon's Reckoning" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4173" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4172,12 </Category>
    <Flavor> Beneath the new moon, the tides rise in the springtime, when life begins anew. Drawing on this power, you can renew your fortune by turning the tides of fate in your favor and casting your enemies' hurts back upon them. </Flavor>
    <specific name="Short Description"> Gain the dark moon's reckoning power </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_15869 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15869 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15869" type="Power"/>
		</rules>    
You gain the dark moon's reckoning power.
</RulesElement>
  <RulesElement name="Moonlight's Mischief" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4174" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4172,12 </Category>
    <Flavor> The moon is known to play tricks on the eye, bending light and casting phantom shadows that make places appear different from what they had seemed. Your control of the full moon's silvery illumination gives you the power to transform the environment, moving your allies into optimal positions. </Flavor>
    <specific name="Short Description"> Gain the moonlight's mischief power </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Powers"> ID_FMP_POWER_15870 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15870 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15870" type="Power"/>
		</rules>    
You gain the moonlight's mischief power.
</RulesElement>
  <RulesElement name="Moon Coven Daily Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4175" source="Heroes of the Feywild">
    <Category> 20 </Category>
    <Flavor> In the way that moonlight and shadow change how forms are perceived, you can now take the shape of a creature of legend. </Flavor>
    <specific name="Short Description"> Gain a daily attack power associated with your moon coven </specific>
    <specific name="Level"> 20 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4176, ID_FMP_CLASS_FEATURE_4177 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15871,ID_FMP_POWER_15873 </specific>
		<rules>
			<grant name="ID_FMP_CLASS_FEATURE_4176" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4149"/>
			<grant name="ID_FMP_CLASS_FEATURE_4177" type="Class Feature" requires="ID_FMP_CLASS_FEATURE_4150"/>
		</rules>  
You gain a daily attack power associated with your moon coven, either nightmare form for the dark moon coven or unicorn form for the full moon coven.
</RulesElement>
  <RulesElement name="Nightmare Form" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4176" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4175,20 </Category>
    <Flavor> You have learned to transform into a dreaded creature that appears as a flaming horse. In this form, you can gallop around the battlefield, using your hooves to set foes aflame. </Flavor>
    <specific name="Short Description"> Gain the nightmare form power. </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_15871 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15871 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15871" type="Power"/>
		</rules>    
You gain the nightmare form power.
</RulesElement>
  <RulesElement name="Unicorn Form" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4177" source="Heroes of the Feywild">
    <Category> ID_FMP_CLASS_FEATURE_4175,20 </Category>
    <Flavor> The full moon sheds light by which the lost can find their way. When you change into a unicorn, your serene form inspires your allies to hold their ground. </Flavor>
    <specific name="Short Description"> Gain the unicorn form power </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Powers"> ID_FMP_POWER_15873 </specific>
    <specific name="Type"> Daily </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15873 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15873" type="Power"/>
		</rules>    
You gain the unicorn form power.
</RulesElement>
  <RulesElement name="Ride the Night Wind" type="Power" internal-id="ID_FMP_POWER_15865" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,16 </Category>
    <Prereqs> Legendary Witch </Prereqs>
    <Flavor> You leap into the air and are borne aloft on the wind. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Legendary Witch Utility 16 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage. While you are flying, you gain a +2 power bonus to Reflex. </specific>
    <specific name="Sustain Minor"> The effect persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
The most talented witches learn to cherish the night's embrace, for when they are beneath the moon, witches stand at the apex of their power. You have become able to tame the wild night winds. Whenever you call, they answer, enabling you to ride aloft in your true shape.
</RulesElement>
  <RulesElement name="Madness of the Full Moon" type="Power" internal-id="ID_FMP_POWER_15866" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4170,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> Bright moonlight streams into your enemy's eyes, causing them to grow large and wide as madness overcomes your foe. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Legendary Witch Attack 11 </specific>
    <specific name="Keywords"> Arcane, Charm, Enchantment, Implement, Psychic </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 2d10 + Intelligence modifier psychic damage. </specific>
    <specific name="Effect"> The target is subjected to a random effect. Roll a d6.
	1–2: The target is slowed until the end of your next turn.
	3–4: The target is dazed until the end of your next turn.
	5–6: The target takes a free action to charge or make a basic attack against the creature nearest to it (your choice if multiple creatures are nearest). </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4170 </specific>
  </RulesElement>
  <RulesElement name="Terror of the Dark Moon" type="Power" internal-id="ID_FMP_POWER_15868" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4171,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_70,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
    <Flavor> You lower your palm, and with it descends the dark of a cold, moonless night, awakening the instinctive fear within your enemies and paralyzing them with dread. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Legendary Witch Attack 11 </specific>
    <specific name="Keywords"> Arcane, Cold, Enchantment, Fear, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Aura burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Will </specific>
    <specific name="Hit"> 2d6 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. </specific>
    <specific name="Effect"> Your allies in the burst gain partial concealment until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4171 </specific>
  </RulesElement>
  <RulesElement name="Dark Moon's Reckoning" type="Power" internal-id="ID_FMP_POWER_15869" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4173,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,12 </Category>
    <Flavor> With a sneer, you twist the tides of fate to reverse the ill fortune your enemy seeks to visit upon you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Legendary Witch Utility 12 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Trigger"> An enemy within 5 squares of you hits you or an ally with an attack. </specific>
    <specific name="Target"> The triggering enemy in the burst </specific>
    <specific name="Effect"> You slide the target up to a number of squares equal to your Wisdom modifier, and the target grants combat advantage (save ends). </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4173 </specific>
  </RulesElement>
  <RulesElement name="Moonlight's Mischief" type="Power" internal-id="ID_FMP_POWER_15870" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4174,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MOVE_ACTION,12 </Category>
    <Flavor> Shimmering moonlight streams from your form, casting long shadows and transforming the scene around you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Legendary Witch Utility 12 </specific>
    <specific name="Keywords"> Arcane, Teleportation </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> You teleport each target up to a number of squares equal to your Wisdom modifier. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4174 </specific>
  </RulesElement>
  <RulesElement name="Nightmare Form" type="Power" internal-id="ID_FMP_POWER_15871" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4176,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Flavor> Leaping tongues of flame burst from the ground. In their midst, you change into a black stallion with eyes of flame. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_15872 </specific>
    <specific name="Display"> Legendary Witch Attack 20 </specific>
    <specific name="Keywords"> Arcane, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a Large nightmare until the end of the encounter or until you end the form as a minor action. While in this form, you have a speed of 8, a fly speed of 6, and resist 15 fire, and your equipment becomes part of the form. The only attacks you can make while in the form are melee basic attacks and the secondary power, which you can use only once. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4176 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15872 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15872" type="Power"/>
            <modify name="ID_FMP_POWER_15872" type="Power" Field="Level" value="" />
		</rules>
  </RulesElement>
  <RulesElement name="Nightmare Form (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_15872" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Fire, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Requirement"> The power Nightmare Form must be active in order to use this power. </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_15871 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 20 </specific>
  </RulesElement>
  <RulesElement name="Unicorn Form" type="Power" internal-id="ID_FMP_POWER_15873" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4177,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MINOR_ACTION,20 </Category>
    <Flavor> The glow of the full moon encompasses your form in a luminous orb. When it recedes, in your place stands a resplendent unicorn. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_15874 </specific>
    <specific name="Display"> Legendary Witch Attack 20 </specific>
    <specific name="Keywords"> Arcane, Polymorph, Teleportation </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the form of a Large unicorn until the end of the encounter or until you end the form as a minor action. While in this form, you have a speed of 8 and can teleport up to 4 squares as a move action, and your equipment becomes part of the form. Your allies gain a +2 power bonus to all defenses while within 2 squares of you. The only attacks you can make while in the form are melee basic attacks and the secondary power, which you can use only once. </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4177 </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_15874 </specific>
		<rules>
			<grant name="ID_FMP_POWER_15874" type="Power"/>
            <modify name="ID_FMP_POWER_15874" type="Power" Field="Level" value="" />
		</rules>
  </RulesElement>
  <RulesElement name="Unicorn Form (Secondary Power)" type="Power" internal-id="ID_FMP_POWER_15874" source="Heroes of the Feywild">
    <Category> ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_910,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Requirement"> The power Unicorn Form must be active in order to use this power. </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 5d8 + Intelligence modifier damage, and you can push the target 1 square and knock it prone. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_15873 </specific>
    <specific name="Class"> ID_FMP_PARAGON_PATH_910 </specific>
    <specific name="Level"> 20 </specific>
  </RulesElement>
  
<!-- WotC Rule Updates -->
<RulesElement name="Arcanist Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_130" source="Player&apos;s Handbook,Player&apos;s Handbook 3" revision-date="27/02/2012 1:47:04 PM" >
      <Category> 1 </Category>
      <Flavor> The basic tricks of magic are known as cantrips, and they are the first spells that a beginning wizard learns. The formula underlying a cantrip is so simple that each cantrip can be committed to memory and used at will once you have mastered it. </Flavor>
      <specific name="Short Description"> Gain four cantrips of your choice. </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970 </specific>
      <specific name="Class"> ID_FMP_CLASS_9 </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_1217,ID_FMP_POWER_1225,ID_FMP_POWER_1227,ID_FMP_POWER_1930,ID_FMP_POWER_12731,ID_FMP_POWER_13970 </specific>
      <rules>
        <modify name="ID_FMP_POWER_12731" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_1225" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_1227" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_1930" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_13970" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_13971" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Type" value="Utility" />
        <modify name="ID_FMP_POWER_1217" type="Power" Field="Class" value="ID_FMP_CLASS_9" requires="ID_FMP_RACE_20" />
        <modify name="ID_FMP_POWER_1217" type="Power" Field="Power Usage" value="At-Will" requires="ID_FMP_RACE_20" />
        <modify name="ID_FMP_POWER_1217" type="Power" Field="Action Type" value="Standard Action" requires="ID_FMP_RACE_20" />
        <select type="Power" number="4" Category="ID_FMP_CLASS_FEATURE_2870" />
      </rules>
Cantrips are minor spells you gain at 1st level. You can select four cantrips to use as at-will powers.
</RulesElement>





<!-- Heroes of the Elemental Chaos --> 
<!-- Sha'ir Class -->  
  
  
<RulesElement name="Sha'ir" type="Class" internal-id="ID_FMP_CLASS_958" source="Heroes of the Elemental Chaos">
    <specific name="Key Abilities"> Intelligence, Constitution </specific>
    <specific name="Implements"> Orbs, staffs, wands </specific>
    <specific name="Armor Proficiencies"> Cloth </specific>
    <specific name="Weapon Proficiencies"> Dagger, quarterstaff </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 10+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 4 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Elemental Resistance, Gen Servant, Sha'ir Cantrips </specific>
    <specific name="Role"> Controller. </specific>
    <specific name="Power Source"> Arcane. Using magic granted by your gen servant, you take control of the battlefield with the raw forces of elemental energy. </specific>
    <specific name="Creating"> A sha'ir is a type of wizard, a class introduced in the Player's Handbook. To create a sha'ir, use the character creation rules in the Rules Compendium or the Player's Handbook. The Character Advancement table summarizes how many powers and feats your sha'ir should have at each level, as well as when ability scores increase.
	A sha'ir lacks these wizard class features from the Player's Handbook: Arcane Implement Mastery, Ritual Casting, and Spellbook. A sha'ir instead gains the class features Gen Servant and Elemental Resistance. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_1 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="Short Description"> Drawing from the magical energy of the Elemental Chaos, these unconventional wizards exist on the fringes of the magical world. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_9 </specific>
    <specific name="_DisplayName"> Wizard (Sha'ir) </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SHA'IR" type="Grants" />
	  <select type="Power" number="2" Category="$$CLASS,at-will,1" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_9" />
      <statadd name="_LEVEL-ONE-HPS" value="+10" />
      <statadd name="_PER-LEVEL-HPS" value="+4" />
      <statadd name="Healing Surges" value="+6" />
      <statadd name="Will Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_9" />
    </rules>  
Sha'irs cull magical energy from the Elemental Chaos to power their spells. Rather than pore over ancient formulas and techniques, these wizards bargain with elemental powers for the magical knowledge they need. Sha'irs do not deal directly with these powers; instead, they rely on proxies, elemental spirits called gen servants, to negotiate on their behalf. Dispatching these servants to the Elemental Chaos each day, a sha'ir replenishes the necessary power and information to wield the forces of creation.
	Their unconventional methods, combined with their reputation for consorting with dangerous, often violent, powers, place sha'irs on the fringes of the magical world. Other wizards regard sha'irs with scorn and distrust, believing that they cheat by circumventing the arduous training and research wizards must typically undergo. This mistrust stems from ignorance, however, for even though a sha'ir draws magic from a gen servant, a foundation in arcane training is necessary to wield the power he or she gains.
	Since sha'irs do not clutter their minds with mystical formulas and arcane utterances, they have wider access to spells than other wizards enjoy. They need only know a spell's basic structure to request it from their gen servants. The gen servant then vanishes into the Elemental Chaos, where it bargains with more powerful elemental lords and creatures to acquire the spell the sha'ir seeks and then returns without fail to provide its master with the energy and means to cast the spell. So even though sha'irs do not employ spellbooks, they have access to the full expanse of wizards' most powerful and versatile spells.
	The elemental powers that lend magical knowledge and energy to sha'irs do not do so without an expectation of recompense. Sha'irs often take up the adventurer's life for this reason. They work in the world and beyond as representatives, agents, and servants of their elemental masters. Many times a sha'ir does not even realize that his or her actions are furthering some elemental being's designs, and what might seem to be a normal expedition into the unknown could have consequences not realized for years to come.
</RulesElement>

<RulesElement name="Sha'ir" type="Grants" internal-id="ID_INTERNAL_GRANTS_SHA'IR" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_958 </specific>
	<rules>
		<grant name="ID_FMP_ROLE_1" type="Role" />
		<grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
		<grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
		<grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(DAGGER)" type="Proficiency" />
		<grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(QUARTERSTAFF)" type="Proficiency" />
		<grant name="ID_INTERNAL_SKILL_TRAINING_ARCANA" type="Skill Training" />
		<grant name="ID_INTERNAL_GRANTS_SHA'IR_IMPLEMENTS" type="Grants" />
        <grant name="ID_INTERNAL_COUNTSASCLASS_SHA'IR" type="CountsAsClass" />
        <grant name="ID_INTERNAL_COUNTSASCLASS_WIZARD" type="CountsAsClass" />
		<textstring name="PowersAsClass" value="ID_FMP_CLASS_9" />
		<grant name="ID_FMP_CLASS_FEATURE_4348" type="Class Feature" />
		<grant name="ID_FMP_CLASS_FEATURE_4349" type="Class Feature" />
		<grant name="ID_FMP_CLASS_FEATURE_4350" type="Class Feature" />
	</rules>
</RulesElement>

<RulesElement name="Sha'ir Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_SHA'IR_IMPLEMENTS" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_958 </specific>
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(ORB)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(WAND)" type="Proficiency" />
    </rules>
</RulesElement>

<RulesElement name="Sha'ir" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_SHA'IR" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_958 </specific>
You count as a sha'ir for meeting prerequisites.
</RulesElement>

<RulesElement name="Gen Servant" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4348" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> Elemental magic bows to no mortal master. Only those steeped in elemental energy or who can broker with the elemental powers can coax forth its magic. You enlist the aid of a minor elemental spirit, a gen servant, to keep you supplied with the magical energy you need to cast your spells. Each day, you dispatch this servant to the Elemental Chaos to steal, beg, or borrow this energy from the greater powers residing there. When the servant returns, the energy it brings back floods into your mind.
	A gen servant is an arcane familiar forged from your own essence and that of elemental substance until it adopts a fixed and permanent form. As with any familiar, the characteristics that your gen servant takes on depend on you. The familiar might just be an extension of your magical abilities, or it might develop a distinctive personality, aiding you with knowledge from the Plane Below. How large a part your servant plays in your adventures is up to you. </Flavor>
    <specific name="Short Description"> Gain Arcane Familiar feat and you can choose sha'ir familiars; after an extended rest you can replace 1 wizard daily or utility power </specific>
    <specific name="Level"> 1 </specific>
		<rules>
			<grant name="ID_FMP_FEAT_738" type="Feat" /> 
		</rules>
You gain the Arcane Familiar feat as a bonus feat. You can choose any familiar normally available to a wizard or one of the familiars available only to sha'irs.
	At the end of each extended rest, when your familiar returns from its venture into the Elemental Chaos, you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power's level.
</RulesElement>

<RulesElement name="Sha'ir Cantrips" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4349" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> The magic provided by a shair's gen servant hints at the power to come, yet the sha'ir must first master the elementary, minor spells before attempting greater feats. </Flavor>
    <specific name="Short Description"> Gain four cantrips of your choice </specific>
    <specific name="Level"> 1 </specific>
		<rules>
			<select type="Power" number="4" Category="ID_FMP_CLASS_FEATURE_2870" />
		</rules>
You gain four cantrips of your choice.
</RulesElement>

<RulesElement name="Elemental Resistance" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4350" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> As you and your familiar harvest magic from the Elemental Chaos, you learn to protect yourselves and your companions from elemental damage. </Flavor>
    <specific name="Short Description"> You and allies gain resistance to acid, cold, fire, lightning, or thunder (chosen after each extended rest) equal to your Con mod (or twice your Con mod at 21st level) </specific>
    <specific name="Level"> 1 </specific>
At the end of each extended rest, choose acid, cold, fire, lightning, or thunder. Until the end of your next extended rest, you and your allies have resistance to that damage type while adjacent to the familiar when it is in active mode. The resistance equals your Constitution modifier. At level 21, the resistance increases to twice your Constitution modifier.
</RulesElement>

<RulesElement name="Water Stride" type="Power" internal-id="ID_FMP_POWER_16272" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036,ID_FMP_CLASS_FEATURE_4147,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Flavor> You speed across a liquid surface as if it were solid ground. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of your next turn, you can treat liquid surfaces as if they were solid ground but difficult terrain. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Tags"> Cantrip </specific>
This cantrip emulates the Water Walking ritual, giving you the short-lived ability to pass across liquid obstacles such as streams or ponds.
</RulesElement>

<RulesElement name="Whispering Wind" type="Power" internal-id="ID_FMP_POWER_16273" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_FMP_CLASS_FEATURE_2870,ID_FMP_CLASS_FEATURE_4036,ID_FMP_CLASS_FEATURE_4147,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You speak a message to the wind and let it carry your words to an audience you choose. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility  </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> 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. </specific>
    <specific name="Special"> You can have one whispering wind active at a time. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Utility </specific>
    <specific name="_Tags"> Cantrip </specific>
A perfect spell for transmitting messages over short distances, you can use whispering wind to warn allies of danger or to coordinate an attack.
</RulesElement>

  <RulesElement name="Flame Arrow" type="Power" internal-id="ID_FMP_POWER_16274" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> By pointing at a projectile or a ranged weapon, you cause it to be wreathed in flame. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> The next ranged weapon attack that each target makes before the end of your next turn deals 1d6 extra fire damage.
	Level 21: 2d6 extra fire damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
The war wizard Melf, also called Prince Brightflame, created flame arrow to ignite missiles with elemental flame. Although the spell was intended for use with projectiles such as arrows or bolts, any ranged weapon will do.
</RulesElement>
  <RulesElement name="Howling Wall" type="Power" internal-id="ID_FMP_POWER_16275" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> A screaming wind gusts across the battlefield, buffeting creatures in its path. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 6 within 10 squares </specific>
    <specific name="Target"> Each creature in the wall </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> You slide the target up to 2 squares, and it is slowed until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Some wizards believe that wailing air elementals make the dreadful noise howling wall produces. Aside from the din, the spell is useful for spreading out your enemies since you can shape it in any way you wish.
</RulesElement>
  <RulesElement name="Watery Sphere" type="Power" internal-id="ID_FMP_POWER_16276" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_71,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 </Category>
    <Flavor> A single water droplet expands to overtake your enemies, trapping them inside an enormous watery sphere. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Implement, Transmutation, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> The target is immobilized and grants combat advantage (save ends both). </specific>
    <specific name="Miss"> You must slide the target up to 3 squares to a square adjacent to the burst. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain, and it grants partial cover to creatures on opposite sides of it. You can use a move action to move the zone up to 3 squares. If you do so, any creatures immobilized by this power and in the zone slide up to 3 squares, staying inside the zone. When a creature enters the zone or starts its turn there, you can use an immediate reaction to make the attack against that creature. </specific>
    <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
Calling forth elemental water and shaping it into a sphere helps protect you while also giving you a powerful weapon to ensnare your enemies.
</RulesElement>
  <RulesElement name="Wind Blade" type="Power" internal-id="ID_FMP_POWER_16277" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
    <Flavor> The moaning wind becomes a shrill whistle as you turn it into a blade perfect for slashing through your foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 1 </specific>
    <specific name="Keywords"> Arcane, Conjuration, Force, Implement, Transmutation </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Effect"> You conjure a blade of solid wind in an unoccupied square within range. The blade lasts until the end of your next turn. Enemies adjacent to the blade grant combat advantage. You can use a move action to move the blade to a square within range. When the blade appears, it makes the following attack, and while the blade persists, you can repeat the attack as a standard action. </specific>
    <specific name=" Target"> One creature adjacent to the blade </specific>
    <specific name=" Attack"> Intelligence vs. Reflex </specific>
    <specific name=" Hit"> 2d6 + Intelligence modifier force damage, and you can slide the target 1 square. </specific>
    <specific name="Sustain Minor"> The blade persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type"> Attack </specific>
This spell gathers elemental air and compresses it into a razor-sharp blade. At your command, the blade flies through the air to slice your opponent to ribbons.
</RulesElement>
  <RulesElement name="Flare" type="Power" internal-id="ID_FMP_POWER_16278" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> Multicolored sparks, sizzles, and sparks erupt from the fire and provide a momentary distraction. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility 2 </specific>
    <specific name="Keywords"> Arcane, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Effect"> The burst creates a zone of bright light that lasts until the end of your next turn. Creatures in the zone have partial concealment. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Flooding arcane energy into a small area can create a pyrotechnic display to impress and dazzle those who behold it.
</RulesElement>
  <RulesElement name="Protection from Missiles" type="Power" internal-id="ID_FMP_POWER_16279" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> A wave of your hand calls forth a protective wind to disperse arrows and other missiles headed your way. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 2 </specific>
    <specific name="Keywords"> Arcane, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of the encounter. While in the zone, you and your allies gain a +4 power bonus to all defenses against ranged weapon attacks. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
Most wizards prefer to fight from behind the front ranks. The biggest danger these wizards face is from ranged fire. Protection from missiles shields you and your nearby companions from arrows and bolts.
</RulesElement>
  <RulesElement name="Fire Mantle" type="Power" internal-id="ID_FMP_POWER_16280" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 </Category>
    <Flavor> You wreathe yourself or an ally in protective fire, which punishes nearby foes. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 5 </specific>
    <specific name="Keywords"> Arcane, Aura, Evocation, Fire </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> You activate an aura 1 on the target that lasts until the end of the encounter or until the target dismisses it as a minor action. When any enemy enters the aura or ends its turn there, that enemy takes fire damage equal to your Intelligence modifier. An enemy can take this damage only once per turn.
	In addition, until the aura ends, the target has partial concealment and resist 10 fire. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
The obvious and destructive uses for elemental fire exist in many spells-yet, with proper finesse, fire can do more than destroy. Fire mantle protects a person from attacks by exacting a price from an enemy that comes too close.
</RulesElement>
  <RulesElement name="Ice Knife" type="Power" internal-id="ID_FMP_POWER_16281" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,5 </Category>
    <Flavor> Hurling a blade of ice against your foe causes the ice to explode into jagged shards that tear through anything they hit. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_16282 </specific>
    <specific name="Display"> Wizard Attack 5 </specific>
    <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Primary Target"> One creature </specific>
    <specific name="Primary Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier cold damage, and the primary target is immobilized (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> Make the secondary attack. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16282 </specific>
  
By freezing elemental water into ice, you create a weapon able to punch through armor or thick hide.
</RulesElement>
  <RulesElement name="Ice Knife Secondary Attack" type="Power" internal-id="ID_FMP_POWER_16282" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Cold, Evocation, Implement </specific>
    <specific name="Action Type"> No Action </specific>
    <specific name="Attack Type"> Area burst 2 centered on the primary target </specific>
    <specific name="Secondary Target"> Each creature in the burst other than the primary target </specific>
    <specific name="Secondary Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 5 cold damage, and the secondary target takes a -2 penalty to AC (save ends). </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_16281 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Conjure Fortification" type="Power" internal-id="ID_FMP_POWER_16283" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6 </Category>
    <Flavor> A low stone wall rises from the ground, offering cover against attack or passage over an obstacle. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 6 </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 5 within 10 squares </specific>
    <specific name="Effect"> You conjure a wall of stone. The wall can be up to 1 square high, and at least 2 squares of it must rest on a solid surface. The wall lasts until the end of the encounter. The wall is blocking terrain. A creature can climb the wall with a DC 15 Athletics check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
This spell was created to provide a hasty defense against a charging enemy or shore up an existing defense. Cunning wizards have also used it to create bridges across chasms, rivers, and other impediments.
</RulesElement>
  <RulesElement name="Watery Double" type="Power" internal-id="ID_FMP_POWER_16284" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> Creating a duplicate of yourself from elemental water lets you cast spells from unexpected directions. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility 6 </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You conjure a watery double of yourself in an unoccupied square within range. The double occupies its space, and it lasts until the end of your next turn. Until the conjuration ends, you can use your space or the double's space as the origin for your wizard attack powers. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
Calling forth elemental water and imbuing it with your essence gives you a temporary, though potent, advantage in combat. Whenever you cast a spell, you can choose to cast it yourself or have your double cast it for you.
</RulesElement>
  <RulesElement name="Death Smoke" type="Power" internal-id="ID_FMP_POWER_16285" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_72,ID_FMP_CATEGORY_12,ID_FMP_CATEGORY_14,ID_FMP_CATEGORY_38,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 </Category>
    <Flavor> Great, billowing clouds of noxious smoke spread death and decay to your enemies. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Implement, Necromancy, Necrotic, Poison, Shadow, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier necrotic and poison damage. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Squares in the zone are lightly obscured. Any creature that enters the zone or ends its turn there takes 5 necrotic and poison damage. A creature can take this damage only once per turn. You can move the zone up to 3 squares as a move action. </specific>
    <specific name="Sustain Minor"> The zone moves 1d4 squares in a random direction, and it persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
Calling forth the Shadowfell's unhealthy atmosphere and lacing it with ribbons of elemental air lets you inundate an area with killing smoke. Your hold on the cloud is tenuous at best; it fights your control, trying to drift around the battlefield.
</RulesElement>
  <RulesElement name="Earthen Grasp" type="Power" internal-id="ID_FMP_POWER_16286" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION,9 </Category>
    <Flavor> A great fist rises from the ground to smash your enemies flat. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_16287 </specific>
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Effect"> You conjure a Large earthen fist on the ground in an unoccupied space within range. The fist lasts until the end of your next turn. The fist occupies its space, and you and your allies can flank with it. While the fist persists, you can use the secondary power at will. </specific>
    <specific name="Sustain Minor"> The fist persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16287 </specific>
  
This spell forms a massive fist out of stone and animates it long enough to bludgeon any enemy it can reach.
</RulesElement>
  <RulesElement name="Earthen Grasp Secondary Power" type="Power" internal-id="ID_FMP_POWER_16287" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 2 from the fist </specific>
    <specific name="Requirement"> The power Earthen Grasp must be active in order to use this power. </specific>
    <specific name="Target"> Each enemy in the blast </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier damage, and the target falls prone. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_16286 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Melf's Minute Meteors" type="Power" internal-id="ID_FMP_POWER_16288" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 </Category>
    <Flavor> Tiny balls of fire wink into existence around your head, awaiting your command to streak toward a foe and detonate. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="_ChildPower"> ID_FMP_POWER_16289 </specific>
    <specific name="Display"> Wizard Attack 9 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Five fiery globes appear in the air around your head and hover there until they are expended or until the end of the encounter. While at least one globe remains, you can use the secondary power once per round, and any adjacent enemy that hits you with an attack takes 3  fire damage for each globe remaining. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16289 </specific>
  
Among the many battle spells Melf created, Melf 's minute meteors might be the most famous. The spell brings forth fiery spheres that you can launch with minimal effort or keep around you to protect you from attacks.
</RulesElement>
  <RulesElement name="Melf 's Minute Meteors Secondary Power" type="Power" internal-id="ID_FMP_POWER_16289" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_MINOR_ACTION </Category>
    <Prereqs> Unselectable </Prereqs>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display" />
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Requirement"> The power Melf's Minute Meteors must be active in order to use this power. </specific>
    <specific name="Target"> One enemy </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d4 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). If the target is already taking ongoing fire damage, that damage increases by 5. One globe is expended. </specific>
    <specific name="_ParentPower"> ID_FMP_POWER_16288 </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
  </RulesElement>
  <RulesElement name="Dig" type="Power" internal-id="ID_FMP_POWER_16290" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Flavor> You cause earth and stone to pull apart, creating a deep pit or a shortcut to a different location. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Effect"> You create a hole on an unoccupied horizontal or vertical surface within range. The hole's opening can be up to 2 squares on a side. The hole's depth is up to a number of squares equal to twice your Intelligence modifier. Unless the DM rules otherwise, the hole does not destabilize the material around it. A creature can climb the hole's walls with a DC 20 Athletics check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
You can use this spell to excavate a pit, clear a rubble-strewn hallway, or burrow a slanting passage up or down to reach another dungeon level.
</RulesElement>
  <RulesElement name="Flowing Evasion" type="Power" internal-id="ID_FMP_POWER_16291" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_MOVE_ACTION,10 </Category>
    <Flavor> Assuming a watery form lets your target slither through the enemy ranks to get into position to make a attack or to escape. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Close burst 5 </specific>
    <specific name="Target"> You or one ally in the burst </specific>
    <specific name="Effect"> The target can use a free action to shift up to a number of squares equal to your Intelligence modifier. The target can shift through enemy spaces. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
This spell works by flooding arcane magic into the water found in a target's body, thus letting the creature assume a liquid form. While in this form, the target can flow through and around enemies.
</RulesElement>
  <RulesElement name="Gale Wall" type="Power" internal-id="ID_FMP_POWER_16292" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Flavor> A wall of gusting wind slows movement and deflects missiles. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 10 </specific>
    <specific name="Keywords"> Arcane, Conjuration </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Area wall 8 within 10 squares </specific>
    <specific name="Effect"> You conjure a wall of wind that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn in the wall or adjacent to it is pushed 1d4 squares away from it. Moving through a square of the wall costs 2 extra squares of movement. In addition, a creature has superior cover against any ranged weapon attack that passes through the wall. </specific>
    <specific name="Sustain Minor"> The wall persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
Unlike many spells that create walls, gale wall does not need to stand on a flat surface and can hover in the air to inhibit flying enemies.
</RulesElement>
  <RulesElement name="Fiery Constrictor" type="Power" internal-id="ID_FMP_POWER_16293" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> Elemental fire flows out from a single point to form into a slithering serpent that coils about your enemies and crushes them in its fiery embrace. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Evocation, Fire, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 8 within 10 squares </specific>
    <specific name="Target"> Each creature in the wall </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier fire damage, and the target is restrained and takes ongoing 10 fire damage (save ends both). </specific>
    <specific name="Miss"> Half damage, and ongoing 5 fire damage (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
Arcane magic animates elemental fire you call forth, fixing it into a serpentine shape that seems almost alive. The shape slithers between your allies to ensnare the enemies they face.
</RulesElement>
<RulesElement name="Summon Invisible Stalker" type="Power" internal-id="ID_FMP_POWER_16294" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_51,ID_INTERNAL_CATEGORY_MINOR_ACTION,15 </Category>
    <Flavor> A relentless killer emerges from the Elemental Chaos to stalk your foe and strangle it to death. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Arcane, Summoning </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Effect"> You summon an invisible stalker in an unoccupied space within range. The creature is an ally to you and your allies.
	The invisible stalker lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses.
	When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
	The creature lasts until it drops to 0 hit points, at which point you lose a healing surge  (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
    <specific name="_DisplayAssociates"> ID_FMP_ASSOCIATE_74 </specific>
		<rules>
			<statadd name="FREEBEE:ID_FMP_ASSOCIATE_74" value="+1" />
			<grant name="ID_TIV_COMPANION_INVISIBLE_STALKER" type="Power" />
		</rules>
Invisible stalkers are air elementals warped by ancient magic for the sole purpose of hunting and killing enemies. You can call forth one of these predators to fight for your cause.
</RulesElement>
  <RulesElement name="Vitriolic Sphere" type="Power" internal-id="ID_FMP_POWER_16295" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_5,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 </Category>
    <Flavor> The orb of acid you hurl against your opponent burns your target severely and splashes out to catch anyone nearby. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 15 </specific>
    <specific name="Keywords"> Acid, Arcane, Evocation, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d6 + Intelligence modifier acid damage, and the target grants combat advantage and takes ongoing 10 acid damage (save ends both). </specific>
    <specific name="Miss"> Half damage, and the target grants combat advantage until the end of your next turn. </specific>
    <specific name="Effect"> Each creature adjacent to the target grants combat advantage until the end of your next turn and takes acid damage equal to your Intelligence modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Power Type"> Attack </specific>
The corrosive fluids created by vitriolic sphere burn so fiercely that your enemies cannot protect themselves from the attacks that follow.
</RulesElement>
  <RulesElement name="Alter Self" type="Power" internal-id="ID_FMP_POWER_16296" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> You alter your features until you become a stranger to all who know you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 16 </specific>
    <specific name="Keywords"> Arcane, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You alter your physical form to take on the appearance of any humanoid of your size category. You retain your game statistics in your new form. Your clothing and other equipment are unchanged. To impersonate a specific individual, you must have seen that individual.Your new form lasts until you use this power again or until you end it as a minor action.
	Any creature can discern that your form is a disguise by making an Insight check opposed by your Bluff check. You gain a +5 power bonus to your check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
Many hydromancers maintain their youthful appearance by manipulating the water in their bodies. You can use these same techniques to appear as anyone you wish.
</RulesElement>
  <RulesElement name="Cloud Form" type="Power" internal-id="ID_FMP_POWER_16297" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> Your body and equipment dissolve into a misty cloud. While in this form, you can move through any opening. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 16 </specific>
    <specific name="Keywords"> Arcane, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume a cloudy form until the end of the encounter or you use a minor action to dismiss it. While in this form, you are insubstantial, you have a fly speed of 6 (hover), and you gain a +5 power bonus to Stealth checks. In addition, you cannot attack and you cannot use any of your equipment. You can move through small holes or narrow openings large enough to permit smoke or air. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
When you need to scout an area or to slip away from a vicious enemy, this spell transforms you into mist so you can float through the air and drift through the tiniest cracks.
</RulesElement>
  <RulesElement name="Horrid Wilting" type="Power" internal-id="ID_FMP_POWER_16298" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_71,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> Crimson droplets fly from the target as your spell pulls the moisture from its body. Flesh withers, bones creak, and a dry whistle escapes from your opponent as its pain mounts. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 19 </specific>
    <specific name="Keywords"> Arcane, Implement, Transmutation </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 9d4 + Intelligence modifier damage, and the target is slowed and weakened (save ends both). If the target has the aquatic or the water keyword, it takes 10 extra damage. </specific>
    <specific name="Miss"> Half damage, and the target is slowed (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
The best hydromancers can not only create water but destroy it. Horrid wilting removes all the water from a creature's body until only a withered husk remains.
</RulesElement>
  <RulesElement name="Landslide" type="Power" internal-id="ID_FMP_POWER_16299" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 </Category>
    <Flavor> Stones, pebbles, and debris tumble away from you in a tremendous flood of earth that sweeps through everything in its path. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 19 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 4d6 + Intelligence modifier damage, and the target falls prone. </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. The ground of the zone is difficult terrain. You can take a move action to push the zone and each creature in it up to 3 squares. </specific>
    <specific name="Sustain Minor"> The zone persists until the end of your next turn, and each creature in the zone takes 5 damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 19 </specific>
    <specific name="Power Type"> Attack </specific>
This spell tears up and flings forward the landscape, creating a wave of destruction that crashes into your enemies. The churning debris can stay in place or tumble away from you to drive your foes back.
</RulesElement>
  <RulesElement name="Command Water" type="Power" internal-id="ID_FMP_POWER_16300" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 </Category>
    <Flavor> The waters froth and tumble in response to your command, rising, falling, or parting to create a dry path. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 22 </specific>
    <specific name="Keywords"> Arcane </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Requirement"> You must use this power during a short or an extended rest. </specific>
    <specific name="Target"> A lake or a stretch of river that has a diameter in miles of your Intelligence modifier or less. </specific>
    <specific name="Effect"> Choose one of the following effects. The effect lasts until your next extended rest or until you dismiss it as a standard action.
? You reduce or increase the water's depth by a number of feet up to your Intelligence modifier.
? You create a dry path through the water. The path is up to 30 feet wide and extends from one shore to the other shore by the shortest distance, from your side of the water to the opposite side. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
By stopping briefly near a body of water and casting this spell, you can manipulate that water in any way you like.
</RulesElement>
  <RulesElement name="Living Iron" type="Power" internal-id="ID_FMP_POWER_16301" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_15,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> As the spell takes effect, the target's body screeches as its flesh darkens to polished black iron. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Utility 22 </specific>
    <specific name="Keywords"> Arcane, Polymorph </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Melee 1 </specific>
    <specific name="Target"> You or one ally </specific>
    <specific name="Effect"> The target assumes the form of living iron. The form lasts until the target is affected by another polymorph effect, until you take a minor action to dismiss it, or until the end of the encounter. While in this form, the target gains vulnerable 20 lightning and is slowed. In addition, the target gains the following benefits.
? Resist 10 to all damage.
? Immunity to blindness, deafness, disease, and poison.
? No need to breathe, and thus cannot suffocate.
? +6 power bonus to melee damage rolls. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
This spell turns a creature's body to iron. Although slower and vulnerable to lightning, the affected creature can shrug off most damage, and its attacks strike with terrible force.
</RulesElement>
  <RulesElement name="Reverse Gravity" type="Power" internal-id="ID_FMP_POWER_16302" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 </Category>
    <Flavor> A ferocious wind snatches your foes and wrenches them up into the air, carrying them so high that they almost vanish from view. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each enemy in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> The target rises 40 feet off the ground, and it hovers there immobilized (save ends). If the target cannot rise the full distance (due to a ceiling or some other blocking terrain), it takes 1d10 damage for every 10 feet it is prevented from rising. </specific>
    <specific name=" Each Failed Saving Throw"> The target rises 20 more feet, and it takes 1d10 damage for every 10 feet it is prevented from rising. </specific>
    <specific name="Miss"> The target falls prone, and it cannot stand up (save ends). </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
This spell's name is thought by some to be misleading. You do not, in fact, reverse gravity, but the effect is the same-you cause elemental air to hurl your target skyward. Fortunate targets find something to grab to arrest their movement. The unlucky ones keep rising until the spell wears off, only to fall to their doom.
</RulesElement>
  <RulesElement name="Rime Beasts" type="Power" internal-id="ID_FMP_POWER_16303" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_MINOR_ACTION,25 </Category>
    <Flavor> Elemental water bubbles up from the ground and freezes into monstrous shapes that obey your every command. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 25 </specific>
    <specific name="Keywords"> Arcane, Cold, Conjuration, Implement </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Effect"> You conjure four Medium rime beasts in unoccupied squares within range. The rime beasts occupy their spaces and last until the end of your next turn. The rime beasts can be attacked. They share your defenses and have 20 hit points each. Any enemy that starts its turn in a square adjacent to a rime beast takes 10 cold damage and is slowed until the start of its next turn. In addition, while the rime beasts remain, you can take the following special actions. </specific>
    <specific name=" Standard Action"> Each rime beast makes the following attack. Melee 1 (one enemy); Intelligence vs. Fortitude; 2d6 + Intelligence modifier cold damage, and the target is restrained until the end of your next turn. </specific>
    <specific name=" Move Action"> You move each rime beast up to 4 squares. </specific>
    <specific name="Sustain Minor"> The beasts persist until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Power Type"> Attack </specific>
Forming magical beasts from elemental cold bolsters your numbers with powerful allies. Their mere presence drains heat from the air, and when they sink their fangs into your foes, the beasts trap them in ice.
</RulesElement>
  <RulesElement name="Crack the World" type="Power" internal-id="ID_FMP_POWER_16304" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_69,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> The ground shudders and pulls apart to form a deep chasm into which your enemies fall. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Evocation, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area wall 8 within 20 squares </specific>
    <specific name="Target"> Each creature in the wall </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> The target is removed from play and takes ongoing 30 damage (save ends both). </specific>
    <specific name=" Aftereffect"> The target returns to play prone in a square adjacent to the wall. </specific>
    <specific name="Miss"> The target takes 15 damage, and you push it up to 3 squares away from the wall. </specific>
    <specific name="Effect"> The wall's space on the ground becomes a chasm 80 feet deep. A creature can climb the chasm's walls with a DC 31 Athletics check. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
What makes this spell so dangerous is that it not only creates a rift to the Elemental Chaos, it causes the earth to rip apart. Creatures that fall into the rift vanish in its black depths until they can find their way out.
</RulesElement>
  <RulesElement name="Devastating Whirlwind" type="Power" internal-id="ID_FMP_POWER_16305" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> A whirling column of wind rips across the landscape, hurling creatures into the air. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Implement, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 20 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 2d8 + Intelligence modifier damage, and the target is immobilized and takes ongoing 15 damage (save ends both). </specific>
    <specific name=" Aftereffect"> You push the target up to 6 squares away from the burst's origin, and the target falls prone. </specific>
    <specific name="Miss"> You push the target up to 6 squares away from the burst's origin, and the target falls prone. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 10 damage and falls prone. You can take a move action to move the zone up to 8 squares, and any immobilized or prone creature in it slides with it, remaining in position in the zone. </specific>
    <specific name="Sustain Standard"> The zone persists until the end of your next turn, and you can repeat the attack against each creature in the zone, although this attack has no effect on a miss. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
This destructive spell calls down a tornado to tear through your enemies and carry them away.
</RulesElement>
  <RulesElement name="Flash Freeze" type="Power" internal-id="ID_FMP_POWER_16306" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> An arcane wind blasts elemental cold at your foes and freezes them in their tracks. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Cold, Implement, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 5 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Intelligence vs. Fortitude </specific>
    <specific name="Hit"> 7d6 + Intelligence modifier cold damage, and the target is petrified until the end of your next turn. </specific>
    <specific name=" Aftereffect"> The target is slowed and takes ongoing 10 cold damage (save ends both). </specific>
    <specific name="Miss"> Half damage, and the target is restrained until the end of your next turn. </specific>
    <specific name="Effect"> The blast creates a zone that lasts until the end of your next turn. Squares in the zone are difficult terrain. Any creature knocked prone in the zone takes 10 extra cold damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
This spell calls forth a wind from the coldest regions of the Elemental Chaos and releases it in a lethal blast capable of freezing creatures solid.
</RulesElement>
  <RulesElement name="Incendiary Cloud" type="Power" internal-id="ID_FMP_POWER_16307" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_9,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 </Category>
    <Flavor> A fiery bead rapidly expands into a burning cloud that consumes everything it touches. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Wizard Attack 29 </specific>
    <specific name="Keywords"> Arcane, Fire, Implement, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 20 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Intelligence vs. Reflex </specific>
    <specific name="Hit"> 3d8 + Intelligence modifier fire damage, and ongoing 20 fire damage (save ends). </specific>
    <specific name="Miss"> Half damage. </specific>
    <specific name="Effect"> The target's space and each square adjacent to it become a zone that lasts until the end of your next turn. The zone is lightly obscured, and any creature that ends its turn in the zone takes ongoing 10 fire damage (save ends). </specific>
    <specific name="Sustain Minor"> The zone's size increases by 1, and the zone persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_9 </specific>
    <specific name="Level"> 29 </specific>
    <specific name="Power Type"> Attack </specific>
Perhaps the subtlest elemental fire spell, incendiary cloud appears to be a normal explosion of fire. Its nature reveals itself when you feed arcane energy into the cloud and cause it to expand until everyone catches fire.
</RulesElement>
</D20Rules>