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- {
- "name": "Warlock",
- "type": "character",
- "img": "icons/magic/unholy/silhouette-robe-evil-power.webp",
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- "value": "Eldrin and Ouinon were once part of a group known as the Excellence Troupe. These were merchants, thieves and swindlers that grouped together to share loot and fame in Waterdeep. \n<br>The leader of the group was a fat dwarf named Burral Goldforge. One day, Burral got caught in a dangerous scam with the Harpers. Instead of taking the fall, he blamed Eldrin, which made the Harpers search for him, leading Eldrin to flee to Neverwinter.\n<br>\n<br>Eldrin spent most of his time doing tricks and swindling people by using illusion magic together with Ouinon. One day, he heard rumors about a white dragon that is going to attack the nearby town of Phandalin. Seeing this as an opportunity to earn some gold, find some interesting items and maybe even getting a hold of precious dragon materials, the duo set out to join a dwarf and a harengon on a quest.<p><b>Age</b>: 368</p><p><b>Height</b>: 2m10</p><p><b>Weight</b>: 70kg</p><p><b>Eyes</b>: Blue</p><p><b>Skin</b>: Fair</p><p><b>Hair</b>: Blonde</p><p><b>Allies</b>: Ex-member of the Excellent Troupe\nBest friend of Ouinon\nHates Burral Goldforge\nSought after by the Harpers</p>",
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- },
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- "appearance": "Eldrin has long blonde hair that he likes to wear in a ponytail and bright blue eyes. He has a fine moustache he likes to twirl when thinking. Eldrin wears fine green clothes fit for a wealthy merchant, even though he's not nearly as rich as he looks.\n\n",
- "trait": "Flattery is my preferred trick for getting what I want. I pocket anything I see that might have some value.",
- "ideal": "Independence: I am a free spirit ― no one tells me what to do. (Chaotic)",
- "bond": "I owe everything to my mentor ― a horrible person who's probably rotting in jail somewhere.",
- "flaw": "I'm convinced that no one could ever fool me the way I fool others.",
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- "value": "<table>\n<tr><th>Level</th><th>Class Features</th></tr><tr><td>1</td><td>Otherworldly Patron (PHB p105)<br>Pact Magic (PHB p105)<br>Spell Versatility (UAClassFeatureVariants p10)<br></td></tr>\n<tr><td>2</td><td>Eldritch Invocations (PHB p105)<br></td></tr>\n<tr><td>3</td><td>Pact Boon (PHB p105)<br></td></tr>\n<tr><td>4</td><td>Ability Score Improvement (PHB p105)<br>Eldritch Versatility (TCE p70)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>6</td><td>Otherworldly Patron feature (PHB p105)<br></td></tr>\n<tr><td>8</td><td>Ability Score Improvement (PHB p105)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>10</td><td>Otherworldly Patron feature (PHB p105)<br></td></tr>\n<tr><td>11</td><td>Mystic Arcanum (6th level) (PHB p105)<br></td></tr>\n<tr><td>12</td><td>Ability Score Improvement (PHB p105)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>13</td><td>Mystic Arcanum (7th level) (PHB p105)<br></td></tr>\n<tr><td>14</td><td>Otherworldly Patron feature (PHB p105)<br></td></tr>\n<tr><td>15</td><td>Mystic Arcanum (8th level) (PHB p105)<br></td></tr>\n<tr><td>16</td><td>Ability Score Improvement (PHB p105)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>17</td><td>Mystic Arcanum (9th level) (PHB p105)<br></td></tr>\n<tr><td>19</td><td>Ability Score Improvement (PHB p105)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>20</td><td>Eldritch Master (PHB p105)<br></td></tr>\n</table><p>With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.</p>\n<p>As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.</p>\n<p>Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.</p>\n<p>Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.</p>\n<h2>Subclasses</h2><ul><li> The Archfey (PHB p108)</li>\n<li> The Fiend (PHB p109)</li>\n<li> The Great Old One (PHB p109)</li>\n<li> Ghost in the Machine (UA) (UAModernMagic p2)</li>\n<li> The Undying Light (UA) (UALightDarkUnderdark p3)</li>\n<li> The Undying (SCAG p139)</li>\n<li> The Seeker (UA) (UATheFaithful p1)</li>\n<li> The Hexblade (UA) (UAWarlockAndWizard p1)</li>\n<li> The Raven Queen (UA) (UAWarlockAndWizard p2)</li>\n<li> The Celestial (UA) (UARevisedClassOptions p4)</li>\n<li> The Celestial (XGE p54)</li>\n<li> The Hexblade (XGE p55)</li>\n<li> The Lurker in the Deep (UA) (UASorcererAndWarlock p2)</li>\n<li> The Noble Genie (UA) (UA2020SubclassesPt1 p4)</li>\n<li> The Genie (UA) (UA2020SubclassesRevisited p2)</li>\n<li> The Undead (UA) (UA2020SubclassesPt4 p3)</li>\n<li> The Fathomless (TCE p72)</li>\n<li> The Genie (TCE p73)</li>\n<li> The Undead (VRGR p30)</li>\n<li> Mage of Lorehold (UA) (UA2021MagesOfStrixhaven p)</li>\n<li> Mage of Silverquill (UA) (UA2021MagesOfStrixhaven p)</li>\n<li> Mage of Witherbloom (UA) (UA2021MagesOfStrixhaven p)</li>\n</ul>",
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- "identifier": "warlock",
- "levels": 4,
- "hitDice": "d8",
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- "advancement": [],
- "saves": [
- "cha"
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- "spellcasting": {
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- "name": "Great Old One",
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- "value": "<table>\n<tr><th>Level</th><th>Class Features</th></tr><tr><td>1</td><td>The Great Old One (PHB p109)<br>Awakened Mind (PHB p109)<br></td></tr>\n<tr><td>6</td><td>Entropic Ward (PHB p109)<br></td></tr>\n<tr><td>10</td><td>Thought Shield (PHB p109)<br></td></tr>\n<tr><td>14</td><td>Create Thrall (PHB p109)<br></td></tr>\n</table><p>Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.</p>",
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- "identifier": "great_old_one",
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- },
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- },
- "preparation": {
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- },
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- "name": "Vicious Mockery",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 60 feet<br><b>Duration:</b> Instant<br></p><p>You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[/r 1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.<br>This spell's damage increases by [[/r 1d4]] when you reach 5th level ([[/r 2d4]]), 11th level ([[/r 3d4]]), and 17th level ([[/r 4d4]]).<br></p><p></p>",
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- },
- "materials": {
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- "preparation": {
- "mode": "prepared",
- "prepared": true
- },
- "scaling": {
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- },
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- {
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- "name": "Dancing Lights",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 120 feet<br><b>Duration:</b> Timed: 1 minute<br><b>Material components:</b> A bit of phosphorus or wychwood, or a glowworm<br></p><p>You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.<br>As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.<br></p><p></p>",
- "chat": null,
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- },
- "source": "PHB",
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- },
- "duration": {
- "value": 1,
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- "target": {
- "value": 120,
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- },
- "materials": {
- "value": "A bit of phosphorus or wychwood, or a glowworm",
- "consumed": false,
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- },
- "preparation": {
- "mode": "prepared",
- "prepared": true
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- "img": "icons/magic/light/orb-shadow-blue.webp",
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- },
- {
- "id": null,
- "name": "Charm Person",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 30 feet<br><b>Duration:</b> Timed: 1 hour<br></p><p>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @condition[charmed] by you until the spell ends or until you or your companions do anything harmful to it. The @condition[charmed] creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @condition[charmed] by you.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.<br></p>",
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- },
- "source": "PHB",
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- },
- "target": {
- "value": 30,
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- },
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- },
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- },
- "preparation": {
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- },
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- },
- "img": "icons/magic/control/debuff-energy-hold-pink.webp",
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- {
- "id": null,
- "name": "Identify",
- "type": "spell",
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- "value": "<p><b>Casting Time:</b> 1 minute <br><b>Range:</b> Point: touch<br><b>Duration:</b> Instant<br><b>Material components:</b> A pearl worth at least 100 gp and an owl feather<br></p><p>You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.<br>If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.<br></p><p></p>",
- "chat": null,
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- },
- "source": "PHB",
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- "type": "minute",
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- "vocal": true,
- "somatic": true,
- "material": true,
- "ritual": true,
- "concentration": false
- },
- "materials": {
- "value": "A pearl worth at least 100 gp and an owl feather",
- "consumed": false,
- "cost": null,
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- },
- "preparation": {
- "mode": "prepared",
- "prepared": true
- },
- "scaling": {
- "mode": "level",
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- },
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- },
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- },
- "img": "icons/magic/perception/orb-eye-scrying.webp",
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- },
- {
- "id": null,
- "name": "Illusory Script",
- "type": "spell",
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- "description": {
- "value": "<p><b>Casting Time:</b> 1 minute <br><b>Range:</b> Point: touch<br><b>Duration:</b> Timed: 10 day<br><b>Material components:</b> A lead-based ink worth at least 10 gp, which the spell consumes<br></p><p>You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.<br>To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.<br>Should the spell be dispelled, the original script and the illusion both disappear.<br>A creature with @sense[truesight] can read the hidden message.<br></p><p></p>",
- "chat": null,
- "unidentified": null
- },
- "source": "PHB",
- "activation": {
- "type": "minute",
- "cost": 1,
- "condition": ""
- },
- "duration": {
- "value": 10,
- "units": "day"
- },
- "target": {
- "value": 1,
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- "units": null,
- "type": "creature"
- },
- "range": {
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- },
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- },
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- },
- "damage": {
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- "school": "ill",
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- "vocal": false,
- "somatic": true,
- "material": true,
- "ritual": true,
- "concentration": false
- },
- "materials": {
- "value": "A lead-based ink worth at least 10 gp, which the spell consumes",
- "consumed": true,
- "cost": null,
- "supply": null
- },
- "preparation": {
- "mode": "prepared",
- "prepared": true
- },
- "scaling": {
- "mode": "level",
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- },
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- },
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- },
- "img": "icons/sundries/scrolls/scroll-bound-blue-white.webp",
- "effects": null,
- "folder": null,
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- },
- {
- "id": null,
- "name": "Blindness/Deafness",
- "type": "spell",
- "system": {
- "description": {
- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 30 feet<br><b>Duration:</b> Timed: 1 minute<br></p><p>You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @condition[blinded] or @condition[deafened] (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.<br></p>",
- "chat": null,
- "unidentified": null
- },
- "source": "PHB",
- "activation": {
- "type": "action",
- "cost": 1,
- "condition": ""
- },
- "duration": {
- "value": 1,
- "units": "minute"
- },
- "target": {
- "value": 30,
- "width": null,
- "units": "ft",
- "type": "space"
- },
- "range": {
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- "units": null
- },
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- },
- "consume": {
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- },
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- },
- "damage": {
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- },
- "formula": "",
- "save": {
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- "scaling": "flat",
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- },
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- "level": 2,
- "school": "nec",
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- "vocal": true,
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- "ritual": false,
- "concentration": false
- },
- "materials": {
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- "img": "icons/creatures/eyes/humanoid-single-blind.webp",
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- {
- "id": null,
- "name": "Enthrall",
- "type": "spell",
- "system": {
- "description": {
- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 60 feet<br><b>Duration:</b> Timed: 1 minute<br></p><p>You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be @condition[charmed] succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (@skill[Perception]) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are @condition[incapacitated] or can no longer speak.<br></p><p></p>",
- "chat": null,
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- },
- "source": "PHB",
- "activation": {
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- "value": 1,
- "units": "minute"
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- "img": "icons/magic/light/projectiles-star-purple.webp",
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- {
- "id": null,
- "name": "Heat Metal",
- "type": "spell",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 60 feet<br><b>Duration:</b> Timed: 1 minute<br><b>Material components:</b> A piece of iron and a flame<br></p><p>Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[/r 2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br>If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [[/r 1d8]] for each slot level above 2nd.<br></p>",
- "chat": null,
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- },
- "source": "PHB",
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- },
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- ],
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- "elvenAccuracy": false,
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- }
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