<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.25</Version>
    <Filename>40-gear.part</Filename>
    <PartAddress>http://cbloader.com/sorted/40-gear.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/40-gear.txt</VersionAddress>
  </UpdateInfo>
  <!-- Gear Supplemental -->
  <!-- 40-gear.part, version 1.24 -->
  <!-- Original release: 13-July-2011; Last modified: 22-January-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 17-July-2011 Theme gear.
 Updated 27-July-2011 Added missing ritual scrolls.
 Updated 30-July-2011 Handaxes as required for Spinning Axe Masterty (Scout).
 Updated 13-August-2011 Light blades as required for Flashing Blade Mastery (Scout).
 Updated 4-October-2011 Added the new appends to weapon groups for Mordenkainen's Magnificent Emporium
 Updated 6-October-2011 Updated Serrated Pick
 Updated 7-October-2011 Added the new items and kits from MME.
 Updated 14-October-2011 Clean Up Patch and Pick Updates from MME.
 Updated 18-October-2011 Added usage to Ball Bearings.
 Updated 29-October-2011 Corrected Crook Eye to 50gp
 Updated 9-November-2011 Added a Description to Caltrops (ID_TIV_GEAR_MORDS_MAG_EMP_10-5), Added New Gear from Heroes of the Feywild
 Updated 22-November-2011 Added the remaining items from Heroes of the Feywild and updated the IDs
 Updated 25-November-2011 Added Dragon Magazine 405 New Rituals
 Updated 22-January-2012 Corrected Whip weapon's group from Flail to Whip
</Changelog>
  <!-- Spinning Axe Mastery Updates -->
<RulesElement name="Handaxe" type="Weapon" internal-id="ID_FMP_WEAPON_13" source="Player's Handbook" revision-date="8/27/2010 1:16:11 PM">
  <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_8,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
  <specific name="Full Text"> Handaxe
Military one-handed melee weapon
Cost: 5 gp
Damage: 1d6
Proficient: +2
Range: 5/10
Weight: 3 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).

Group: 
Axe (Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe's weight makes it fine for delivering crushing blows.). </specific>
  <specific name="Weight"> 3 </specific>
  <specific name="Gold"> 5 </specific>
  <specific name="Range"> 5/10 </specific>
  <specific name="Damage"> 1d6 </specific>
  <specific name="Proficiency Bonus"> 2 </specific>
  <specific name="_Primary End" />
  <specific name="Weapon Category"> Military Melee </specific>
  <specific name="Hands Required"> One-Handed </specific>
  <specific name="Item Slot"> Off-hand </specific>
  <specific name="Group"> Axe </specific>
  <specific name="Properties"> Off-hand, Heavy Thrown </specific>
  <rules>
    <grant name="WearingOffHandAxe" type="Category" />
  </rules>
</RulesElement>
<RulesElement name="Handaxe (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_HANDAXE" source="Player's Handbook">
  <specific name="_SupportsID"> ID_FMP_WEAPON_13 </specific>
  <specific name="Full Text"> Large Handaxe
Military one-handed melee weapon
Cost: 5 gp
Damage: 1d8
Proficient: +2
Range: 5/10
Weight: 6 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).

Group: 
Axe (Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe's weight makes it fine for delivering crushing blows.). </specific>
  <specific name="Weight"> 6 </specific>
  <specific name="Gold"> 5 </specific>
  <specific name="Range"> 5/10 </specific>
  <specific name="Damage"> 1d8 </specific>
  <specific name="Proficiency Bonus"> 2 </specific>
  <specific name="_Primary End" />
  <specific name="Weapon Category"> Military Melee </specific>
  <specific name="Hands Required"> One-Handed </specific>
  <specific name="Item Slot"> Off-hand </specific>
  <specific name="Group"> Axe </specific>
  <specific name="Properties"> Off-hand, Heavy Thrown </specific>
  <specific name="Size"> Large </specific>
  <rules>
    <grant name="WearingOffHandAxe" type="Category" />
  </rules>
</RulesElement>
    <RulesElement name="Double axe" type="Weapon" internal-id="ID_FMP_WEAPON_66" source="Adventurer&apos;s Vault" revision-date="8/27/2010 1:16:17 PM" >
      <Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_GROUP_8,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Double axe
Superior double melee weapon
Cost: 40 gp
Damage: 1d10
Proficient: +2
Range: -
Weight: 15 lb.

Fitted with an axe head at each end, a double axe offers increased offensive and defensive capabilities.

Properties: 
Stout (A weapon that has the stout property can be treated as a two-handed weapon.).

Group: 
Axe (Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe&apos;s weight makes it fine for delivering crushing blows.). </specific>
      <specific name="Weight"> 15 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d10 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Two-Hands </specific>
      <specific name="Group"> Axe </specific>
      <specific name="Properties"> Stout </specific>
      <specific name="_Secondary End"> ID_FMP_WEAPON_87 </specific>
      <rules>
          <grant name="WearingOffHandAxe" type="Category" />
      </rules>
Fitted with an axe head at each end, a double axe offers increased offensive and defensive capabilities.
   </RulesElement>
   <RulesElement name="Double axe (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_DOUBLE_AXE" source="Adventurer&apos;s Vault" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_66 </specific>
      <specific name="Full Text"> Large Double axe
Superior double melee weapon
Cost: 40 gp
Damage: 1d12
Proficient: +2
Range: -
Weight: 30 lb.

Fitted with an axe head at each end, a double axe offers increased offensive and defensive capabilities.

Properties: 
Stout (A weapon that has the stout property can be treated as a two-handed weapon.).

Group: 
Axe (Axes are weapons that have bladed, heavy heads and deal vicious cuts. An axe&apos;s weight makes it fine for delivering crushing blows.). </specific>
      <specific name="Weight"> 30 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d12 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Two-Hands </specific>
      <specific name="Group"> Axe </specific>
      <specific name="Properties"> Stout </specific>
      <specific name="_Secondary End"> ID_INTERNAL_WEAPON_LARGE_DOUBLE_AXE_-_SECONDARY_END </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandAxe" type="Category" />
      </rules>
Fitted with an axe head at each end, a double axe offers increased offensive and defensive capabilities.
   </RulesElement>
   
   
  <!-- Mordenkainen's Weapon Updates -->   
<AppendNodes name="Weapon Group (Spear)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(SPEAR)" source="Core">
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LANCE)" type="Proficiency" />
	  <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" type="Proficiency" />
    </rules>
</AppendNodes>
<AppendNodes name="Weapon Group (Pick)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(PICK)" source="Core">
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SERRATED_PICK)" type="Proficiency" />
    </rules>
</AppendNodes>
<AppendNodes name="Weapon Group (Polearm)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(POLEARM)" source="Core">
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(PIKE)" type="Proficiency" />
    </rules>
</AppendNodes>
<AppendNodes name="Weapon Group (Mace)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(MACE)" source="Core">
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" type="Proficiency" />
    </rules>
</AppendNodes>
<AppendNodes name="Military Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_MILITARY_MELEE" source="Core">
    <rules>
	  <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LANCE)" type="Proficiency" />
	  <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(PIKE)" type="Proficiency" />	  
    </rules>
</AppendNodes>
<AppendNodes name="Simple Melee" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" source="Core">
    <rules>
      <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(LIGHT_MACE)" type="Proficiency" />
	  <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(SHORT_SPEAR)" type="Proficiency" />
    </rules>
</AppendNodes>



  <!-- Flashing Blade Mastery Updates -->
<RulesElement name="Cutting Wheel" type="Weapon" internal-id="ID_FMP_WEAPON_79" source="Eberron Player&apos;s Guide" revision-date="8/27/2010 1:16:18 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Cutting Wheel
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 1 lb.

Originating from the mysterious lands of Sarlona, the cutting wheel is a bladed disk with a guarded handle at one side. Many wheels feature spikes or barbs to protect the wielder&apos;s hand.

Properties: 
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Defensive, Off-hand </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
Originating from the mysterious lands of Sarlona, the cutting wheel is a bladed disk with a guarded handle at one side. Many wheels feature spikes or barbs to protect the wielder&apos;s hand.
   </RulesElement>
   <RulesElement name="Cutting Wheel (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_CUTTING_WHEEL" source="Eberron Player&apos;s Guide" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_79 </specific>
      <specific name="Full Text"> Large Cutting Wheel
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d8
Proficient: +2
Range: -
Weight: 2 lb.

Originating from the mysterious lands of Sarlona, the cutting wheel is a bladed disk with a guarded handle at one side. Many wheels feature spikes or barbs to protect the wielder&apos;s hand.

Properties: 
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Defensive, Off-hand </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
Originating from the mysterious lands of Sarlona, the cutting wheel is a bladed disk with a guarded handle at one side. Many wheels feature spikes or barbs to protect the wielder&apos;s hand.
   </RulesElement>
   <RulesElement name="Dagger" type="Weapon" internal-id="ID_FMP_WEAPON_3" source="Player&apos;s Handbook" revision-date="8/27/2010 1:16:10 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Dagger
Simple one-handed melee weapon
Cost: 1 gp
Damage: 1d4
Proficient: +3
Range: 5/10
Weight: 1 lb.

Properties: 
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don&apos;t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Range"> 5/10 </specific>
      <specific name="Damage"> 1d4 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Light Thrown, Off-hand </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Dagger (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_DAGGER" source="Player&apos;s Handbook" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_3 </specific>
      <specific name="Full Text"> Large Dagger
Simple one-handed melee weapon
Cost: 1 gp
Damage: 1d6
Proficient: +3
Range: 5/10
Weight: 2 lb.

Properties: 
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don&apos;t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Range"> 5/10 </specific>
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Light Thrown, Off-hand </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Katar" type="Weapon" internal-id="ID_FMP_WEAPON_28" source="Player&apos;s Handbook" revision-date="8/27/2010 1:16:13 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Katar
Superior one-handed melee weapon
Cost: 3 gp
Damage: 1d6
Proficient: +3
Weight: 1 lb.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 3 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> High Crit, Off-hand </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Katar (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_KATAR" source="Player&apos;s Handbook" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_28 </specific>
      <specific name="Full Text"> Large Katar
Superior one-handed melee weapon
Cost: 3 gp
Damage: 1d8
Proficient: +3
Weight: 2 lb.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 3 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> High Crit, Off-hand </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Kukri" type="Weapon" internal-id="ID_FMP_WEAPON_56" source="Adventurer&apos;s Vault" revision-date="8/27/2010 1:16:16 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Kukri
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 2 lb.

The blade of this heavy knife curves forward for greater potency. A rogue proficient with the kukri can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Brutal 1 (A brutal weapon&apos;s minimum damage is higher than that of a normal weapon. When rolling the weapon&apos;s damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon&apos;s brutal value, and then use the new value.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand, Brutal </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
The blade of this heavy knife curves forward for greater potency. A rogue proficient with the kukri can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.
   </RulesElement>
   <RulesElement name="Kukri (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_KUKRI" source="Adventurer&apos;s Vault" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_56 </specific>
      <specific name="Full Text"> Large Kukri
Superior one-handed melee weapon
Cost: 10 gp
Damage: 1d8
Proficient: +2
Range: -
Weight: 4 lb.

The blade of this heavy knife curves forward for greater potency. A rogue proficient with the kukri can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Brutal 1 (A brutal weapon&apos;s minimum damage is higher than that of a normal weapon. When rolling the weapon&apos;s damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon&apos;s brutal value, and then use the new value.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand, Brutal </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
The blade of this heavy knife curves forward for greater potency. A rogue proficient with the kukri can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.
   </RulesElement>
   <RulesElement name="Parrying dagger" type="Weapon" internal-id="ID_FMP_WEAPON_57" source="Adventurer&apos;s Vault" revision-date="8/27/2010 1:16:16 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Parrying dagger
Superior one-handed melee weapon
Cost: 5 gp
Damage: 1d4
Proficient: +2
Range: -
Weight: 1 lb.

This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d4 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand, Defensive </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.
   </RulesElement>
   <RulesElement name="Parrying dagger (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_PARRYING_DAGGER" source="Adventurer&apos;s Vault" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_57 </specific>
      <specific name="Full Text"> Large Parrying dagger
Superior one-handed melee weapon
Cost: 5 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 2 lb.

This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand, Defensive </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
This narrow dagger features a specially designed guard that can deflect attacks. A rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.
   </RulesElement>
   <RulesElement name="Short sword" type="Weapon" internal-id="ID_FMP_WEAPON_20" source="Player&apos;s Handbook" revision-date="8/27/2010 1:16:12 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Short sword
Military one-handed melee weapon
Cost: 10 gp
Damage: 1d6
Proficient: +3
Weight: 2 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Military Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Short sword (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_SHORT_SWORD" source="Player&apos;s Handbook" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_20 </specific>
      <specific name="Full Text"> Large Short sword
Military one-handed melee weapon
Cost: 10 gp
Damage: 1d8
Proficient: +3
Weight: 4 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Military Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Sickle" type="Weapon" internal-id="ID_FMP_WEAPON_6" source="Player&apos;s Handbook" revision-date="8/27/2010 1:16:11 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Sickle
Simple one-handed melee weapon
Cost: 2 gp
Damage: 1d6
Proficient: +2
Weight: 2 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 2 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Sickle (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_SICKLE" source="Player&apos;s Handbook" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_6 </specific>
      <specific name="Full Text"> Large Sickle
Simple one-handed melee weapon
Cost: 2 gp
Damage: 1d8
Proficient: +2
Weight: 4 lb.

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 2 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
   </RulesElement>
   <RulesElement name="Claw Fighter Claw" type="Weapon" internal-id="ID_INTERNAL_WEAPON_CLAW_FIGHTER_CLAW" source="Dragon Magazine 367" >
      <Prereqs> Claw Fighter Feat </Prereqs>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="Weapon Category"> Simple Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <specific name="_Secondary End"> ID_INTERNAL_WEAPON_CLAW_FIGHTER_CLAW_SECONDARY_END </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
This is the claw gnolls who take the claw fighter feat receive. The claw can be enchanted just like any other weapon.
   </RulesElement>
   <RulesElement name="Double sword" type="Weapon" internal-id="ID_FMP_WEAPON_68" source="Adventurer&apos;s Vault" revision-date="8/27/2010 1:16:17 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_2,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Double sword
Superior double melee weapon
Cost: 40 gp
Damage: 1d6
Proficient: +3
Range: -
Weight: 9 lb.

This well-balanced weapon combines the deadliness of two longswords with increased defensive capability.

Properties: 
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 9 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Defensive, Off-hand </specific>
      <specific name="_Secondary End"> ID_FMP_WEAPON_89 </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
This well-balanced weapon combines the deadliness of two longswords with increased defensive capability.
   </RulesElement>
   <RulesElement name="Double sword (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_DOUBLE_SWORD" source="Adventurer&apos;s Vault" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_68 </specific>
      <specific name="Full Text"> Large Double sword
Superior double melee weapon
Cost: 40 gp
Damage: 1d8
Proficient: +3
Range: -
Weight: 18 lb.

This well-balanced weapon combines the deadliness of two longswords with increased defensive capability.

Properties: 
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight"> 18 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light Blade </specific>
      <specific name="Properties"> Defensive, Off-hand </specific>
      <specific name="_Secondary End"> ID_INTERNAL_WEAPON_LARGE_DOUBLE_SWORD_-_SECONDARY_END </specific>
      <specific name="Size"> Large </specific>
      <rules>
          <grant name="WearingOffHandLightBlade" type="Category" />
      </rules>
This well-balanced weapon combines the deadliness of two longswords with increased defensive capability.
   </RulesElement>
<RulesElement name="Whip" type="Weapon" internal-id="ID_FMP_WEAPON_31" source="Dragon Magazine 368" revision-date="8/27/2010 1:16:14 PM" >
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_GROUP_10,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Whip
Superior one-handed melee weapon
Cost: 1 gp
Damage: 1d4
Proficient: +3
Range: -
Weight: 2 lb.

Although an impractical weapon in most hands, a well-placed whip strike can put one&apos;s opponent at a serious disadvantage.

Properties: 
Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d4 </specific>
      <specific name="Proficiency Bonus"> 3 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Whip </specific>
      <specific name="Properties"> Reach, Off-hand </specific>
Although an impractical weapon in most hands, a well-placed whip strike can put one&apos;s opponent at a serious disadvantage.
   </RulesElement>
  <!-- Hexblade Implements and Updates -->
  <RulesElement name="Rod Implement" type="Gear" internal-id="ID_FMP_GEAR_12" source="Player's Handbook">
    <specific name="Full Text"> Rod Implement
Category: Gear
Price: 12 gp 
Weight: 2 lb
Description: Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 12 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Gear </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
    <specific name="Item Slot"> Off-hand </specific>
Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers.
  <rules><grant name="WearingRod" type="Category" /></rules></RulesElement>
  <RulesElement name="Accurate rod" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_104" source="Player's Handbook 3" revision-date="8/27/2010 1:16:21 PM">
    <specific name="Full Text"> Accurate rod
Superior implement 
Cost: 25 gp
Weight: 2 lb.

An accurate rod is made from a shaft of silver, bound with golden bands.

Properties: 
Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.).

Group: 
Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod's properties and powers. Members of other classes gain no benefit from wielding a rod.
A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can't make melee attacks with a rod.). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Rod </specific>
    <specific name="Properties"> Accurate </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="implement:attack(Accurate rod)" value="+1" type="Superior Implement" requires="Superior Implement Training (Accurate rod)" />
      <grant name="WearingRod" type="Category" />
      <grant name="WearingAccurateRod" type="Category" />
    </rules>
An accurate rod is made from a shaft of silver, bound with golden bands.
   </RulesElement>
  <RulesElement name="Ashen rod" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_105" source="Player's Handbook 3" revision-date="8/27/2010 1:16:21 PM">
    <specific name="Full Text"> Ashen rod
Superior implement 
Cost: 22 gp
Weight: 2 lb.

An ashen rod is made from fire-blackened hardwood and laced with veins of crystallized red sap.

Properties: 
Energized (fire) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).
Unerring (You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement.).

Group: 
Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod's properties and powers. Members of other classes gain no benefit from wielding a rod.
A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can't make melee attacks with a rod.). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 22 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Rod </specific>
    <specific name="Properties"> Energized (fire), Unerring </specific>
    <specific name="_DamageType"> Fire </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Ashen rod" value="+2" />
      <statadd name="implement,Fire:damage(Ashen rod)" value="+Ashen rod" type="Superior Implement" requires="Superior Implement Training (Ashen rod)" />
      <statadd name="Ashen rod" value="+1" requires="Paragon Tier" />
      <statadd name="Ashen rod" value="+1" requires="Epic Tier" />
      <statadd name="implement,reflex:attack(Ashen rod)" value="+1" type="Superior Implement" requires="Superior Implement Training (Ashen rod)" />
      <grant name="WearingRod" type="Category" />
      <grant name="WearingAshenRod" type="Category" />
    </rules>
An ashen rod is made from fire-blackened hardwood and laced with veins of crystallized red sap.
   </RulesElement>
  <RulesElement name="Deathbone rod" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_106" source="Player's Handbook 3" revision-date="8/27/2010 1:16:21 PM">
    <specific name="Full Text"> Deathbone rod
Superior implement 
Cost: 22 gp
Weight: 2 lb.

A deathbone rod is formed from the bone of an undead creature that is no longer animate.

Properties: 
Energized (necrotic) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).
Undeniable (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.).

Group: 
Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod's properties and powers. Members of other classes gain no benefit from wielding a rod.
A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can't make melee attacks with a rod.). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 22 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Rod </specific>
    <specific name="Properties"> Energized (necrotic), Undeniable </specific>
    <specific name="_DamageType"> Necrotic </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Deathbone rod" value="+2" />
      <statadd name="implement,Necrotic:damage(Deathbone rod)" value="+Deathbone rod" type="Superior Implement" requires="Superior Implement Training (Deathbone rod)" />
      <statadd name="Deathbone rod" value="+1" requires="Paragon Tier" />
      <statadd name="Deathbone rod" value="+1" requires="Epic Tier" />
      <statadd name="implement,will:attack(Deathbone rod)" value="+1" type="Superior Implement" requires="Superior Implement Training (Deathbone rod)" />
      <grant name="WearingRod" type="Category" />
      <grant name="WearingDeathboneRod" type="Category" />
    </rules>
A deathbone rod is formed from the bone of an undead creature that is no longer animate.
   </RulesElement>
  <RulesElement name="Defiant rod" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_107" source="Player's Handbook 3" revision-date="8/27/2010 1:16:21 PM">
    <specific name="Full Text"> Defiant rod
Superior implement 
Cost: 18 gp
Weight: 2 lb.

A defiant rod is made of white gold and studded with crystals or gemstones.

Properties: 
Energized (radiant) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).
Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.).

Group: 
Rod (If you are a member of a class that can use a rod as an implement, you can apply its enhancement bonus to the attack and damage rolls of any of your powers from that class that have the implement keyword, and you can use a rod's properties and powers. Members of other classes gain no benefit from wielding a rod.
A rod is a short, heavy cylinder, typically covered in mystic runes or inscribed crystals. As with most other implements, you can't make melee attacks with a rod.). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 18 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Rod </specific>
    <specific name="Properties"> Energized (radiant), Shielding </specific>
    <specific name="_DamageType"> Radiant </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Defiant rod" value="+2" />
      <statadd name="implement,Radiant:damage(Defiant rod)" value="+Defiant rod" type="Superior Implement" requires="Superior Implement Training (Defiant rod)" />
      <statadd name="Defiant rod" value="+1" requires="Paragon Tier" />
      <statadd name="Defiant rod" value="+1" requires="Epic Tier" />
      <grant name="WearingRod" type="Category" />
      <grant name="WearingDefiantRod" type="Category" />
    </rules>
A defiant rod is made of white gold and studded with crystals or gemstones.
   </RulesElement>
  <RulesElement name="Wand Implement" type="Gear" internal-id="ID_FMP_GEAR_14" source="Player's Handbook">
    <specific name="Full Text"> Wand Implement
Category: Gear
Price: 7 gp 
Description: Using an ordinary implement confers no benefit, but you can purchase an enchanted implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 7 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Gear </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
    <specific name="Item Slot"> Off-hand </specific>
Using an ordinary implement confers no benefit, but you can purchase an enchanted implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers.
   <rules><grant name="WearingWand" type="Category" /></rules></RulesElement>
  <RulesElement name="Accurate wand" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_119" source="Player's Handbook 3" revision-date="8/27/2010 1:16:22 PM">
    <specific name="Full Text"> Accurate wand
Superior implement 
Cost: 20 gp

An accurate wand is a smooth and straight length of light wood, honed to a point at the tip.

Properties: 
Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.).

Group: 
Wand (A wand is a slender, tapered piece of wood, enchanted to channel arcane energy. If you are a member of a class that can use a wand as an implement, you can apply the enhancement bonus of a wand to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a wand's properties and powers. Members of other classes gain no benefit from wielding a wand.
Using a wand's power works like using the power normally. To do so, you need to be able to use at least one power from the same power source as the wand.
For example, a rogue who has picked up at least one wizard power through multiclassing feats could use a wizard power in a wand, since each knows one power that uses the arcane power source. Several wands appear below, but you can also design your own.
A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance).). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 20 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Wand </specific>
    <specific name="Properties"> Accurate </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="implement:attack(Accurate wand)" value="+1" type="Superior Implement" requires="Superior Implement Training (Accurate wand)" />
      <grant name="WearingWand" type="Category" />
      <grant name="WearingAccurateWand" type="Category" />
    </rules>
An accurate wand is a smooth and straight length of light wood, honed to a point at the tip.
   </RulesElement>
  <RulesElement name="Cinder wand" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_120" source="Player's Handbook 3" revision-date="8/27/2010 1:16:22 PM">
    <specific name="Full Text"> Cinder wand
Superior implement 
Cost: 18 gp

A cinder wand, in contrast, is blackened and crooked, and warm to the touch.

Properties: 
Empowered Crit (When you score a critical hit with an empowered crit implement, the attack deals 1d10 extra damage. The extra damage increases to 2d10 at 11th level and 3d10 at 21st level.).
Energized (fire) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).

Group: 
Wand (A wand is a slender, tapered piece of wood, enchanted to channel arcane energy. If you are a member of a class that can use a wand as an implement, you can apply the enhancement bonus of a wand to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a wand's properties and powers. Members of other classes gain no benefit from wielding a wand.
Using a wand's power works like using the power normally. To do so, you need to be able to use at least one power from the same power source as the wand.
For example, a rogue who has picked up at least one wizard power through multiclassing feats could use a wizard power in a wand, since each knows one power that uses the arcane power source. Several wands appear below, but you can also design your own.
A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance).). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 18 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Wand </specific>
    <specific name="Properties"> Empowered Crit, Energized (fire) </specific>
    <specific name="_DamageType"> Fire </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Cinder wand" value="+2" />
      <statadd name="implement,Fire:damage(Cinder wand)" value="+Cinder wand" type="Superior Implement" requires="Superior Implement Training (Cinder wand)" />
      <statadd name="Cinder wand" value="+1" requires="Paragon Tier" />
      <statadd name="Cinder wand" value="+1" requires="Epic Tier" />
      <grant name="WearingWand" type="Category" />
      <grant name="WearingCinderWand" type="Category" />
    </rules>
A cinder wand, in contrast, is blackened and crooked, and warm to the touch.
   </RulesElement>
  <RulesElement name="Dragontooth wand" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_121" source="Player's Handbook 3" revision-date="8/27/2010 1:16:23 PM">
    <specific name="Full Text"> Dragontooth wand
Superior implement 
Cost: 18 gp

A dragontooth wand is smooth ivory that is bound with bands of gold.

Properties: 
Deadly (You gain a +1 bonus to damage rolls made with a deadly implement. The bonus increases to +2 at 11th level and +3 at 21st level).
Unerring (You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement).

Group: 
Wand (A wand is a slender, tapered piece of wood, enchanted to channel arcane energy. If you are a member of a class that can use a wand as an implement, you can apply the enhancement bonus of a wand to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a wand's properties and powers. Members of other classes gain no benefit from wielding a wand.
Using a wand's power works like using the power normally. To do so, you need to be able to use at least one power from the same power source as the wand.
For example, a rogue who has picked up at least one wizard power through multiclassing feats could use a wizard power in a wand, since each knows one power that uses the arcane power source. Several wands appear below, but you can also design your own.
A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance).). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 18 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Wand </specific>
    <specific name="Properties"> Deadly, Unerring </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Dragontooth wand" value="+1" />
      <statadd name="Dragontooth wand" value="+1" requires="Paragon Tier" />
      <statadd name="Dragontooth wand" value="+1" requires="Epic Tier" />
      <statadd name="implement:damage(Dragontooth wand)" value="+Dragontooth wand" type="Superior Implement" requires="Superior Implement Training (Dragontooth wand)" />
      <statadd name="implement,reflex:attack(Dragontooth wand)" value="+1" type="Superior Implement" requires="Superior Implement Training (Dragontooth wand)" />
      <grant name="WearingWand" type="Category" />
      <grant name="WearingDragontoothWand" type="Category" />
    </rules>
A dragontooth wand is smooth ivory that is bound with bands of gold.
   </RulesElement>
  <RulesElement name="Rowan wand" type="Superior Implement" internal-id="ID_FMP_SUPERIOR_IMPLEMENT_122" source="Player's Handbook 3" revision-date="8/27/2010 1:16:23 PM">
    <specific name="Full Text"> Rowan wand
Superior implement 
Cost: 15 gp

A rowan wand is polished wood engraved with lightning motifs.

Properties: 
Distant (The range of your area and ranged attack powers increases by 2 when they're used through a distant implement.).
Energized (lightning) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement's damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).

Group: 
Wand (A wand is a slender, tapered piece of wood, enchanted to channel arcane energy. If you are a member of a class that can use a wand as an implement, you can apply the enhancement bonus of a wand to the attack rolls and the damage rolls of any of your powers from that class that have the implement keyword, and you can use a wand's properties and powers. Members of other classes gain no benefit from wielding a wand.
Using a wand's power works like using the power normally. To do so, you need to be able to use at least one power from the same power source as the wand.
For example, a rogue who has picked up at least one wizard power through multiclassing feats could use a wizard power in a wand, since each knows one power that uses the arcane power source. Several wands appear below, but you can also design your own.
A wand can contain an encounter power of any class capable of using wands. When you craft a wand, you can choose any encounter power that you know or that is available to your class. You can't choose anything other than a class power (you can't choose a paragon path power, for instance).). </specific>
    <specific name="Weight" />
    <specific name="Gold"> 15 </specific>
    <specific name="WeaponEquiv" />
    <specific name="Group"> Wand </specific>
    <specific name="Properties"> Distant, Energized (lightning) </specific>
    <specific name="_DamageType"> Lightning </specific>
    <specific name="Item Slot"> Off-hand </specific>
    <rules>
      <statadd name="Rowan wand" value="+2" />
      <statadd name="implement,Lightning:damage(Rowan wand)" value="+Rowan wand" type="Superior Implement" requires="Superior Implement Training (Rowan wand)" />
      <statadd name="Rowan wand" value="+1" requires="Paragon Tier" />
      <statadd name="Rowan wand" value="+1" requires="Epic Tier" />
      <grant name="WearingWand" type="Category" />
      <grant name="WearingRowanWand" type="Category" />
    </rules>
A rowan wand is polished wood engraved with lightning motifs.
   </RulesElement>
  <!-- Rituals -->
  <RulesElement name="Brew Potion" type="Ritual" internal-id="ID_FMP_RITUAL_1" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Flavor> Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana or Religion (no check) </specific>
    <specific name="Component Cost"> Special </specific>
    <specific name="Duration"> Permanent until consumed </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 75 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
You create a common potion or elixir of your level or lower. The ritual's component cost is equal to the price of the potion or elixir you create.
   </RulesElement>
  <RulesElement name="Disenchant Magic Item" type="Ritual" internal-id="ID_FMP_RITUAL_7" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Flavor> The item ignites in a brief flash of brilliant light, then crumbles to golden dust in your hands. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> 25 gp </specific>
    <specific name="Duration"> Instantaneous </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 360 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
The ritual destroys a magic item of your level or lower, and the item can be common, uncommon, or rare. The ritual returns an amount of residuum based on the item's rarity: 20 percent of a common item's gold piece value, 50 percent of an uncommon item's gold piece value, and 100 percent of a rare item's gold piece value.
   </RulesElement>
  <RulesElement name="Enchant Magic Item" type="Ritual" internal-id="ID_FMP_RITUAL_9" source="Player's Handbook" revision-date="11/05/2010 00:00:00 AM">
    <Flavor> Magic drawn from the warp and weft of the universe infuses the item you hold in your hands. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> Special </specific>
    <specific name="Duration"> Permanent </specific>
    <specific name="Level"> 4 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 175 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
You touch a normal item and turn it into a magic item of your level or lower. The ritual's component cost is equal to the price of the magic item you create. Alternatively, you can use the ritual to upgrade a common, uncommon, or rare item to a more powerful version of the item that is 5 levels higher. The new version must be your level or lower, and the component cost equals the difference in gold piece value between the old version and the new. You can also use this ritual to resize magic armor (for example, shrink a fire giant's magic armor to fit a halfling). There is no component cost for this use.
   </RulesElement>
  <!-- Rituals, Dragon 395 -->
  <RulesElement name="Bigby's Construction Crew" type="Ritual" internal-id="ID_MSR_RITUAL_1" source="Dragon Magazine 395" revision-date="8/27/2010 12:37:50 PM">
    <Flavor> A veritable army of magical hands appears in the air around you, each armed with tools appropriate to the task to which you set them, from carpentry to masonry. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> 5000 gp </specific>
    <specific name="Duration"> Permanent </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Time"> 24 hours </specific>
    <specific name="Market Price"> 20000 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
When you perform the ritual, you describe the desired construction in great detail. The hands start working as soon as they appear, assembling the structure from available material. They will quarry stone and cut it to shape, fell trees and saw them into lumber, gather reeds for thatch, and so on, but their range is limited to only a mile or so; they can't erect a stone cathedral in a sandy desert. They can also repair a ruined structure or use the material of a ruined structure to build something new. The hands cannot make attacks or deal damage, and they are impervious to damage.
  You can use this ritual to build a stronghold whose constructed space does not exceed 300 squares. That space can be divided and arranged any way you please but must be contiguous.
  With the DM's permission, you can use this ritual for other construction purposes such as building a bridge, carving stairs up the side of a mountain, and similar tasks.
   </RulesElement>
  <RulesElement name="Call Stronghold" type="Ritual" internal-id="ID_MSR_RITUAL_2" source="Dragon Magazine 395" revision-date="8/27/2010 12:37:50 PM">
    <Flavor> You warp reality to draw a specially prepared stronghold from one location to another. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> 5000 gp </specific>
    <specific name="Duration"> Permanent </specific>
    <specific name="Level"> 20 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 25000 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
You must prepare a clear area of the stronghold's size or larger. If not, the ritual fails and the components are wasted. This ritual is not limited by planar boundaries, thus allowing you to transfer the stronghold from the natural world to the Feywild or another plane.
   </RulesElement>
  <RulesElement name="Flying Fortress" type="Ritual" internal-id="ID_MSR_RITUAL_3" source="Dragon Magazine 395" revision-date="8/27/2010 12:37:50 PM">
    <Flavor> Your stronghold and a quantity of earth beneath it rise 100 feet into the air and remain there. </Flavor>
    <specific name="Category"> Travel </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> 13000 gp </specific>
    <specific name="Duration"> Permanent </specific>
    <specific name="Level"> 23 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 65000 gp </specific>
    <specific name="Prerequisite" />
    <specific name="type"> Ritual </specific>
The fortress gains a f ly speed of 6 (hover). When you are in the stronghold, you can spend a move action to let the fortress fly up to its speed in any direction you choose. If the flying fortress impacts any object, it comes to a stop.
   </RulesElement>
  <!-- Rituals, Dragon # 397 -->
  <RulesElement name="Reordination" type="Ritual" internal-id="ID_FMP_RITUAL_352" source="Dragon Magazine 397" revision-date="8/27/2010 12:37:50 PM">
    <Flavor> As the final, solemn words leave your lips, a feeling of quiet absolution washes over you. The fetters of anger and doubt fall away, and your soul flows with the rhythms of the Astral Sea. </Flavor>
    <specific name="Category"> Divination </specific>
    <specific name="Key Skill"> Religion (no check) </specific>
    <specific name="Component Cost"> 400 gp, plus 4 healing surges </specific>
    <specific name="Duration"> Instantaneous </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Time"> 4 hours </specific>
    <specific name="Market Price"> 1000 gp </specific>
    <specific name="Prerequisite"> Any divine class </specific>
    <specific name="type"> Ritual </specific>
This ritual aligns someone already invested with divine power with the deity or faith for which the ritual was created. It could be a deity that a person strayed from and wishes to return to, or it might be a different faith altogether. It cannot be performed by the character who is being reordained, but that character can assist. In most cases, the candidate for reordination is expected to complete a quest to prove his or her commitment to the new faith before the ritual is used.
    Upon completion of the ritual, its subject becomes associated with the appropriate deity, allowing him or her to select feats, powers, or any other class options requiring that tie. That person's previous association is dissolved, along with access to any related feats, powers, or other class options.
    If the ritual's subject is converting to a new deity, a single channel divinity feat associated with his or her former deity can be immediately exchanged for an appropriate one. For example, if a character previously worshiped Avandra and had the Avandra's Rescue feat, the character immediately loses the ability to use that feat but can automatically replace it with Raven Queen's Blessing, if the Raven Queen is the character's new patron deity.
    In addition, once the ritual is complete, the reordained character becomes vaguely aware of the existence and number of any agents (for example, angels, avengers, or other clerics) who have been charged with destroying him or her for crimes of heresy or apostasy. This awareness sharpens when such beings come within 1 mile of the character, but it does not identify or locate them. The awareness lasts for 7 days.
   </RulesElement>
  <!-- Rituals, Dungeon 183 -->
  <RulesElement name="Create Scarecrow" type="Ritual" internal-id="ID_FMP_RITUAL_346" source="Dungeon Magazine 183" revision-date="1/18/2011 4:12:51 PM">
    <Category> ID_INTERNAL_CATEGORY_RITUAL,ID_FMP_DOMAIN_4,14 </Category>
    <Flavor> You create a scarecrow by binding a spirit into a physical effigy. </Flavor>
    <specific name="Category"> Creation </specific>
    <specific name="Key Skill"> Arcana </specific>
    <specific name="Component Cost"> 5000 gp </specific>
    <specific name="Duration"> Permanent </specific>
    <specific name="Level"> 14 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 22500 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Ritual </specific>
You lure a spirit into an effigy of your construction, creating a scarecrow that guards a permanent designated area of 12 squares by 12 squares against trespassers. The scarecrow also grants its creator brief visions through its eyes until the scarecrow is destroyed or until its creator dismisses it. This protected area surrounds the scarecrow's mount and is established as the scarecrow's "haunting grounds."
	Before you cast this ritual, you gather the specific components for the type of scarecrow you wish to create and place them upon a scarecrow mount. This mount can be a high pole or stake, a tree, a fencepost, a wooden frame, or a similar structure from which the scarecrow can survey the area it guards. This mount is the scarecrow's permanent post. It can leave its mount at will and it can patrol its haunting grounds, but it cannot willingly venture beyond them unless a combat encounter causes it to cross the perimeter (but see below). At the end of such an encounter, the scarecrow returns to its haunting grounds.
	If the scarecrow's creator commands it beyond its haunting grounds, moves its mount, or releases it from service, the scarecrow gains its freedom and is no longer bound to its mount or its haunting grounds. It has complete free will and can do as it wishes. Some creators never bind their scarecrows to haunting grounds. Instead, they offer their free-willed creations friendship and the choice to ally with their creators as companion characters. Free-willed scarecrows created by good creatures often choose to serve their creators this way.
	To complete the Create Scarecrow ritual, make a DC 25 Arcana check.
	Success: You successfully create the scarecrow of your choice of the ritual caster's level or lower. Demon  scarecrows can be created with this ritual only after completing a successful performance of the summon demon ritual.
	Failure: No spirit is compelled to inhabit the effigy. Instead, minor spirit vestiges settle on the materials, allowing you to create 6 scarecrow shamblers to patrol the same haunting grounds.
	No matter how many creatures assist in the ritual, the creature that makes the Arcana check is considered the scarecrow's creator.
	A scarecrow created with this ritual gains the following encounter power.

Triggered Actions
Master's Sight * Encounter
Trigger: The scarecrow hits an enemy with a melee attack.
Effect (Free Action): The scarecrow's creator can see through the scarecrow's eyes until the start of the scarecrow's next turn.&lt;/table&gt;
</RulesElement>
  <!-- Rituals, Dungeon 186 -->
  <RulesElement name="Clarity Salts" type="Ritual" internal-id="ID_FMP_RITUAL_348" source="Dungeon Magazine 186" revision-date="2/7/2011 1:22:20 PM">
    <Category> ID_INTERNAL_CATEGORY_ALCHEMICAL_FORMULA,ID_INTERNAL_CATEGORY_CURATIVE,4 </Category>
    <Flavor> "Can't rouse your friend? Just pass this under his or her nose and it's wakey-wakey!" </Flavor>
    <specific name="Category"> Curative </specific>
    <specific name="Key Skill"> Heal or Nature (no check) </specific>
    <specific name="Component Cost"> See the item's price </specific>
    <specific name="Duration" />
    <specific name="Level"> 4 </specific>
    <specific name="Time"> 30 minutes </specific>
    <specific name="Market Price"> 120 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Alchemical Formula </specific>
    <specific name="_RELATED_ITEMS"> ID_FMP_MAGIC_ITEM_9999,ID_FMP_MAGIC_ITEM_10000,ID_FMP_MAGIC_ITEM_10001,ID_FMP_MAGIC_ITEM_10002,ID_FMP_MAGIC_ITEM_10003,ID_FMP_MAGIC_ITEM_10004 </specific>
The smell from these salts is so strong that they must be carried in a small glass vial and sealed with wax. When the seal is broken, the salts break down and release the vapors to bring swift and sudden clarity.
</RulesElement>
  <RulesElement name="Giggle Gas" type="Ritual" internal-id="ID_FMP_RITUAL_349" source="Dungeon Magazine 186" revision-date="2/7/2011 1:22:23 PM">
    <Category> ID_INTERNAL_CATEGORY_ALCHEMICAL_FORMULA,ID_INTERNAL_CATEGORY_VOLATILE,9 </Category>
    <Flavor> "I recommend this to my bard friends. When they bomb, a little giggle gas can get the laughter started." </Flavor>
    <specific name="Category"> Volatile </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> See the item's price </specific>
    <specific name="Duration" />
    <specific name="Level"> 9 </specific>
    <specific name="Time"> 30 minutes </specific>
    <specific name="Market Price"> 1280 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Alchemical Formula </specific>
    <specific name="_RELATED_ITEMS"> ID_FMP_MAGIC_ITEM_10005,ID_FMP_MAGIC_ITEM_10006,ID_FMP_MAGIC_ITEM_10007,ID_FMP_MAGIC_ITEM_10008,ID_FMP_MAGIC_ITEM_10009 </specific>
The potent gas interferes with the thought processes of a creature so it acts in an inappropriate fashion. For intelligent creatures, this means laughter. When you cool the gas, it becomes liquid so you can transfer it into a glass bead for easy delivery.
</RulesElement>
  <RulesElement name="Kinetic Oil" type="Ritual" internal-id="ID_FMP_RITUAL_350" source="Dungeon Magazine 186" revision-date="2/7/2011 1:22:26 PM">
    <Category> ID_INTERNAL_CATEGORY_ALCHEMICAL_FORMULA,ID_INTERNAL_CATEGORY_OIL,8 </Category>
    <specific name="Category"> Oil </specific>
    <specific name="Key Skill"> Arcana (no check) </specific>
    <specific name="Component Cost"> See the item's price </specific>
    <specific name="Duration" />
    <specific name="Level"> 8 </specific>
    <specific name="Time"> 10 minutes </specific>
    <specific name="Market Price"> 500 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Alchemical Formula </specific>
    <specific name="_RELATED_ITEMS"> ID_FMP_MAGIC_ITEM_10010,ID_FMP_MAGIC_ITEM_10012,ID_FMP_MAGIC_ITEM_10014 </specific>
When a weapon coated with this oil strikes a target, the oil absorbs the energy of the strike and some of it splashes onto the target. When the weapon hits the same target again, the oil rejoins and the energy is rereleased with astonishing force.
</RulesElement>
  <RulesElement name="Walking Death" type="Ritual" internal-id="ID_FMP_RITUAL_351" source="Dungeon Magazine 186" revision-date="2/7/2011 1:22:29 PM">
    <Category> ID_INTERNAL_CATEGORY_RITUAL,ID_FMP_CATEGORY_14,5 </Category>
    <Flavor> "I find this little mixture useful for keeping the rats from chewing on my toes. My customers tell me it works on rats of all sizes." </Flavor>
    <specific name="Category"> Poison </specific>
    <specific name="Key Skill"> Nature or Thievery (no check) </specific>
    <specific name="Component Cost"> See the item's price </specific>
    <specific name="Duration" />
    <specific name="Level"> 5 </specific>
    <specific name="Time"> 10 minutes </specific>
    <specific name="Market Price"> 400 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Ritual </specific>
    <specific name="_RELATED_ITEMS"> ID_FMP_MAGIC_ITEM_10015,ID_FMP_MAGIC_ITEM_10016,ID_FMP_MAGIC_ITEM_10017,ID_FMP_MAGIC_ITEM_10018,ID_FMP_MAGIC_ITEM_10019,ID_FMP_MAGIC_ITEM_10020 </specific>
Walking death is a vicious poison transmitted by food or drink. After consumption, the poison lies dormant for hours. When it finally activates, the results are swift and nearly always lethal.
</RulesElement>
  <RulesElement name="Aberrant Totemic Link" type="Ritual" internal-id="ID_FMP_RITUAL_347" source="Dragon Magazine 394" revision-date="6/15/2011 10:15:39 AM">
    <Category> ID_INTERNAL_CATEGORY_RITUAL,ID_INTERNAL_CATEGORY_DIVINATION,13 </Category>
    <Flavor> You cloak your mind with the eerie energies of the Far Realm and reach out to an aberrant creature to draw information from it. </Flavor>
    <specific name="Category"> Divination </specific>
    <specific name="Key Skill"> Dungeoneering </specific>
    <specific name="Component Cost"> 750 gp (see text) </specific>
    <specific name="Duration"> 1 day or until discharged </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Time"> 1 hour </specific>
    <specific name="Market Price"> 3200 gp </specific>
    <specific name="Prerequisite" />
    <specific name="Type"> Ritual </specific>
When you master this ritual, you choose a single type of aberrant creature, such as chaos beast or mind flayer. This choice remains fixed throughout your adventuring career. If you are able to create ritual scrolls, any scrolls you create also reflect this choice. This ritual can only be mastered once.
	For the ritual's duration, you are able to determine the presence or absence of creatures of the chosen type within 10 miles, but with no specific direction or distance information. If there are any within range, you can connect to the mind of a random creature of that type and try to gain information from it. The strain of making this connection (and of concealing it from the aberrant creature) causes you to lose one healing surge.
	Your Dungeoneering check result determines how many questions you can try to find the answers to. Once you have asked all the questions allowed by the ritual, the ritual ends.
	Your questions can be as specific or as general as you wish, but the answers you receive back are cryptic and rarely longer than a phrase, a short sentence, or a single image. In particular, aberrant creatures often have different conceptions of time, so questions regarding future events or plans are more likely to result in answers that are incomprehensible. The answers are also limited to what the individual creature knows, and its information could be incorrect if it has been misled by others.

&lt;table&gt;Dungeoneering Check Result	Number of Questions
9 or lower	One
10-19	Two
20-29	Three
30-39	Four
40 or higher	Five&lt;/table&gt;

If a particular creature does not know the information you seek, you can try to find another individual who does know it. If there is another such creature, you lose an additional healing surge, and you may re-ask any questions you wish answers for.
	Members of the Morphic Web can master and perform this ritual even if they cannot normally master rituals. They also do not lose a healing surge when making the first connection to an aberrant creature.
</RulesElement>
  <!-- Misc Gear -->
  <RulesElement name="Cage (Huge)" type="Gear" internal-id="ID_FMP_GEAR_136" source="Dragon Magazine 391">
    <specific name="Full Text"> Cage (Huge)
Category: Gear
Price: 100 gp 
Description: Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
2	4	8	16	25&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC. </specific>
    <specific name="Gold"> 100 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
2	4	8	16	25&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC.
</RulesElement>
  <RulesElement name="Cage (Large)" type="Gear" internal-id="ID_FMP_GEAR_137" source="Dragon Magazine 391">
    <specific name="Full Text"> Cage (Large)
Category: Gear
Price: 80 gp 
Description: Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
1	2	4	8	20&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC. </specific>
    <specific name="Gold"> 80 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
1	2	4	8	20&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC.
</RulesElement>
  <RulesElement name="Cage (Medium)" type="Gear" internal-id="ID_FMP_GEAR_138" source="Dragon Magazine 391">
    <specific name="Full Text"> Cage (Medium)
Category: Gear
Price: 50 gp 
Description: Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
0	1	2	4	20&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC. </specific>
    <specific name="Gold"> 50 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
0	1	2	4	20&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC.
</RulesElement>
  <RulesElement name="Cage (Small)" type="Gear" internal-id="ID_FMP_GEAR_139" source="Dragon Magazine 391">
    <specific name="Full Text"> Cage (Small)
Category: Gear
Price: 20 gp 
Description: Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
0	0	1	2	16&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC. </specific>
    <specific name="Gold"> 20 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Cages are made of strong material to confine creatures. A cage has equally spaced bars and a door. Bar spacing can be customized to specific creatures. The typical cage can hold two creatures of its size, a creature one size larger (uncomfortably), or four to six creatures one size smaller. (Creatures more than one size smaller than the cage probably will be able to slip out between the bars.) Cages are normally transported on animals or vehicles. A vehicle such as a wagon can have a cage permanently mounted to it by adding the cage cost to the vehicle cost.

-Number of Creatures Held-
&lt;table&gt;Huge	Large	Medium	Small	Break DC
0	0	1	2	16&lt;/table&gt;
•A cage can be made stronger by doubling the cost for each +5 to the break DC.
</RulesElement>
  <!-- Masters of the Wild - new Beast Companions (Horse & Simian), Dragon 392 -->
  <RulesElement name="Horse" type="Companion" internal-id="ID_FMP_COMPANION_90" source="Dragon Magazine 392" revision-date="12/03/2010 1:18:55 PM">
    <specific name="Strength"> 14 </specific>
    <specific name="Intelligence"> 6 </specific>
    <specific name="Wisdom"> 12 </specific>
    <specific name="Dexterity"> 16 </specific>
    <specific name="Constitution"> 14 </specific>
    <specific name="Charisma"> 6 </specific>
    <specific name="Attack Bonus"> 4 </specific>
    <specific name="Damage"> 1d8 </specific>
    <specific name="Armor Class"> 14 </specific>
    <specific name="Fortitude Defense"> 13 </specific>
    <specific name="Reflex Defense"> 12 </specific>
    <specific name="Will Defense"> 12 </specific>
    <specific name="Hit Points at 1st Level"> 14 </specific>
    <specific name="Hit Points per Level Gained"> 8 </specific>
    <specific name="Size"> Medium or Large, choose at creation. </specific>
    <specific name="Speed"> 10 </specific>
    <specific name="Secondary Speed" />
    <specific name="Attack"> Hooves </specific>
    <specific name="Ability Score"> Strength </specific>
    <specific name="Charge" />
    <specific name="Combat Advantage" />
    <specific name="Opportunity Attacks" />
    <specific name="Quirks" />
    <specific name="Companion Power" />
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Trained Skills"> ID_FMP_SKILL_8 </specific>
    <specific name="Power" />
    <specific name="_DisplayPowers"> ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK </specific>
    <specific name="Mount Companion"> 
• While you are mounted atop your beast companion and you use a ranger beast power that grants either you or your companion a shift, your companion shifts and you move with it.
• While you are mounted atop your beast companion and you use a ranger beast power that allows both you and your beast companion to move or charge, only the companion gains the move or charge, but you move with it.
• If both you and your beast companion are adjacent to the same target, you are considered flanking for purposes of beast power effects. The target does not grant combat advantage unless you are actually flanking it, or it grants combat advantage for some other reason.
	  </specific>
    <rules>
      <statadd name="Companion.Strength" value="+14" />
      <statadd name="Companion.Constitution" value="+14" />
      <statadd name="Companion.Dexterity" value="+16" />
      <statadd name="Companion.Intelligence" value="+6" />
      <statadd name="Companion.Wisdom" value="+12" />
      <statadd name="Companion.Charisma" value="+6" />
      <grant name="ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK" type="Power" />
      <grant name="ID_FMP_POWER_MOUNTED_COMPANION" type="Power" />
    </rules>
Ranging from ponies to warhorses, the horse beast companion is most effective when ridden.
   </RulesElement>
  <RulesElement name="Mounted Companion" type="Power" internal-id="ID_FMP_POWER_MOUNTED_COMPANION" source="Dragon Magazine 392" revision-date="12/03/2010 1:29:38 PM">
    <Category> 1 </Category>
    <Flavor> A mounted beast companion is both a mount and a beast companion. </Flavor>
    <specific name="Power Usage" />
    <specific name="Display"> Mount Companion </specific>
    <specific name="Keywords" />
    <specific name="Mount Companion"> 
• While you are mounted atop your beast companion and you use a ranger beast power that grants either you or your companion a shift, your companion shifts and you move with it.
• While you are mounted atop your beast companion and you use a ranger beast power that allows both you and your beast companion to move or charge, only the companion gains the move or charge, but you move with it.
• If both you and your beast companion are adjacent to the same target, you are considered flanking for purposes of beast power effects. The target does not grant combat advantage unless you are actually flanking it, or it grants combat advantage for some other reason.
			  </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Power Type" />
    <specific name="_Subclasses" />
			A mounted beast companion is both a mount and a beast companion. It uses the rules for mounted combat (Rules Compendium pages 252—255) except for when it comes to actions. It uses the beast companion rules for actions (see Commanding a Companion, Martial Power pages 41—42). Furthermore, the horse beast companion has the following additional rules.
			</RulesElement>
  <RulesElement name="Simian" type="Companion" internal-id="ID_FMP_COMPANION_91" source="Dragon Magazine 392" revision-date="12/03/2010 1:18:55 PM">
    <specific name="Strength"> 14 </specific>
    <specific name="Intelligence"> 6 </specific>
    <specific name="Wisdom"> 12 </specific>
    <specific name="Dexterity"> 16 </specific>
    <specific name="Constitution"> 14 </specific>
    <specific name="Charisma"> 6 </specific>
    <specific name="Attack Bonus"> 4 </specific>
    <specific name="Damage"> 1d6 </specific>
    <specific name="Armor Class"> 14 </specific>
    <specific name="Fortitude Defense"> 13 </specific>
    <specific name="Reflex Defense"> 12 </specific>
    <specific name="Will Defense"> 12 </specific>
    <specific name="Hit Points at 1st Level"> 14 </specific>
    <specific name="Hit Points per Level Gained"> 8 </specific>
    <specific name="Size"> Small or Medium, choose at creation. </specific>
    <specific name="Speed"> 6, climb 6 </specific>
    <specific name="Secondary Speed" />
    <specific name="Attack"> Bite </specific>
    <specific name="Ability Score"> Strength </specific>
    <specific name="Charge" />
    <specific name="Combat Advantage" />
    <specific name="Opportunity Attacks" />
    <specific name="Quirks" />
    <specific name="Companion Power" />
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Trained Skills"> ID_FMP_SKILL_27, ID_FMP_SKILL_21 </specific>
    <specific name="Power" />
    <specific name="_DisplayPowers"> ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK </specific>
    <specific name="Manipulate Items"> 
A simian companion, more than any other beast companion, is adept at manipulating objects. Once per round on your turn, as a free action you can command a simian companion to drink a potion, open or close, pick up an item, or retrieve or stow an item.
	  </specific>
    <rules>
      <statadd name="Companion.Strength" value="+14" />
      <statadd name="Companion.Constitution" value="+14" />
      <statadd name="Companion.Dexterity" value="+16" />
      <statadd name="Companion.Intelligence" value="+6" />
      <statadd name="Companion.Wisdom" value="+12" />
      <statadd name="Companion.Charisma" value="+6" />
      <grant name="ID_INTERNAL_POWER_BEAST_MELEE_BASIC_ATTACK" type="Power" />
      <grant name="ID_FMP_POWER_MOUNTED_COMPANION" type="Power" />
    </rules>
Simian beast companions include both monkeys and apes. Your simian companion could be as small as a spider monkey or as large as an ape.
   </RulesElement>
  <!-- End of Beast Companions -->
  <!-- Celestial Steed gear elements, Dragon 393, note: fake ID numbers -->
  <RulesElement name="Celestial Battle Tiger" type="Gear" internal-id="ID_FMP_GEAR_100000" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Celestial Battle Tiger
Category: Mount
Price: 0 gp

  Celestial Battle Tiger - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +1, not including any temporary bonuses or penalties

Speed 9 (forest walk)

Traits
Tiger Agility (mount) - The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.

Standard Actions
m Bite (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.

M Battle Pounce (Encounter)
Effect: The tiger jumps up to 5 squares and attacks. 
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage, and the enemy falls prone. 

Triggered Actions
M Raking Claw (At-Will)
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 1d8 + your charisma modifier damage.</specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Celestial Battle Tiger - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +1, not including any temporary bonuses or penalties

Speed 9 (forest walk)

Traits
Tiger Agility (mount) - The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.

Standard Actions
m Bite (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.

M Battle Pounce (Encounter)
Effect: The tiger jumps up to 5 squares and attacks. 
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage, and the enemy falls prone. 

Triggered Actions
M Raking Claw (At-Will)
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 1d8 + your charisma modifier damage.</specific>
Initiative equal to yours, Perception equal to yours
HP your bloodied value
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses +1, not including any temporary bonuses or penalties
Speed 9 (forest walk)
Traits: Tiger Agility (mount) - The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.
Standard Actions: m Bite (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.
M Battle Pounce (Encounter)
Effect: The tiger jumps up to 5 squares and attacks. 
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage, and the enemy falls prone. 
Triggered Actions: M Raking Claw (At-Will)
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 1d8 + your charisma modifier damage.
</RulesElement>
  <RulesElement name="Celestial Warhorse" type="Gear" internal-id="ID_FMP_GEAR_100001" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Celestial Warhorse
Category: Mount
Price: 0 gp

  Celestial Warhorse - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Speed 8

Traits
Charger (mount) - The steed's rider gains a +5 bonus to damage rolls on charge attacks.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + your Charisma modifier damage.

M Trample (Encounter)
Effect: The warhorse moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 2d8 + your Charisma modifier damage, and the enemy falls prone. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Celestial Warhorse - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Speed 8

Traits
Charger (mount) - The steed's rider gains a +5 bonus to damage rolls on charge attacks.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + your Charisma modifier damage.

M Trample (Encounter)
Effect: The warhorse moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 2d8 + your Charisma modifier damage, and the enemy falls prone. </specific>
Initiative equal to yours, Perception equal to yours
HP your bloodied value
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8
Traits: Charger (mount) - The steed's rider gains a +5 bonus to damage rolls on charge attacks.
Standard Actions: m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + your Charisma modifier damage.
M Trample (Encounter)
Effect: The warhorse moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 2d8 + your Charisma modifier damage, and the enemy falls prone. 
</RulesElement>
  <RulesElement name="Celestial Behemoth" type="Gear" internal-id="ID_FMP_GEAR_100002" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Celestial Behemoth
Category: Mount
Price: 0 gp

  Celestial Behemoth - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +2, not including any temporary bonuses or penalties

Resist 5 all

Speed 7

Traits
Heavy Impact (mount) - The behemoth's rider gains a +4 power bonus to damage rolls with charge attacks, and any target hit by the rider's charge attack falls prone.

Standard Actions
m Gore (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d10 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square.

M Trample (Encounter)
Effect: The behemoth moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 4d8 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Celestial Behemoth - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +2, not including any temporary bonuses or penalties

Resist 5 all

Speed 7

Traits
Heavy Impact (mount) - The behemoth's rider gains a +4 power bonus to damage rolls with charge attacks, and any target hit by the rider's charge attack falls prone.

Standard Actions
m Gore (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d10 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square.

M Trample (Encounter)
Effect: The behemoth moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 4d8 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square. </specific>
Initiative equal to yours, Perception equal to yours
HP your bloodied value
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses +2, not including any temporary bonuses or penalties
Resist 5 all Speed 7
Traits: Heavy Impact (mount) - The behemoth's rider gains a +4 power bonus to damage rolls with charge attacks, and any target hit by the rider's charge attack falls prone.
Standard Actions: m Gore (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d10 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square.
M Trample (Encounter)
Effect: The behemoth moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 4d8 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square.
</RulesElement>
  <RulesElement name="Celestial Pegasus" type="Gear" internal-id="ID_FMP_GEAR_100003" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Celestial Pegasus
Category: Mount
Price: 0 gp

  Celestial Pegasus - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Speed 8, fly 8

Traits
Spirited Charge (mount): The steed's rider gains a +3 bonus to attack rolls on charge attacks instead of +1. If the charge attack hits, the rider can make a saving throw.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.

M Flyby Attack (Encounter)
Effect: The pegasus moves up to its speed. During this move the pegasus can make a kick attack or its rider can make a melee basic attack. The pegasus and its rider do not provoke opportunity attacks from the enemy it or its rider attacks during this action. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Celestial Pegasus - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Speed 8, fly 8

Traits
Spirited Charge (mount): The steed's rider gains a +3 bonus to attack rolls on charge attacks instead of +1. If the charge attack hits, the rider can make a saving throw.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.

M Flyby Attack (Encounter)
Effect: The pegasus moves up to its speed. During this move the pegasus can make a kick attack or its rider can make a melee basic attack. The pegasus and its rider do not provoke opportunity attacks from the enemy it or its rider attacks during this action. </specific>
 Initiative equal to yours, Perception equal to yours
HP your bloodied value
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8, fly 8
Traits: Spirited Charge (mount): The steed's rider gains a +3 bonus to attack rolls on charge attacks instead of +1. If the charge attack hits, the rider can make a saving throw.
Standard Actions: m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.
M Flyby Attack (Encounter)
Effect: The pegasus moves up to its speed. During this move the pegasus can make a kick attack or its rider can make a melee basic attack. The pegasus and its rider do not provoke opportunity attacks from the enemy it or its rider attacks during this action.
</RulesElement>
  <RulesElement name="Silver Dragon Steed" type="Gear" internal-id="ID_FMP_GEAR_100004" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Silver Dragon Steed
Category: Mount
Price: 0 gp

  Silver Dragon Steed - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +2, not including any temporary bonuses or penalties

Resist 25 Cold

Saving throws +2

Speed 8, fly 10

Traits
Draconic Power (mount): The dragon's rider gains a +1 bonus to attack rolls.

Standard Actions
m Bite (At-Will)
Attack: Melee 2 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage.

C Breath Weapon (cold, Encounter)
Attack: Close blast 5 (creatures in the blast); your level + 3 vs. Reflex
Hit: 3d8 + your Charisma modifier cold damage.
Miss: Half damage.

Minor Actions
New Vigor (healing, Encounter)
The dragon regains hit points equal to your surge value, and it regains a use of its breath weapon if its breath weapon has been used already in this encounter.

Triggered Actions
M Tail Slam (At-Will)
Trigger: An enemy enters a square adjacent to the dragon.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 3d6 + your Charisma modifier damage, and the target falls prone. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Silver Dragon Steed - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses +2, not including any temporary bonuses or penalties

Resist 25 Cold

Saving throws +2

Speed 8, fly 10

Traits
Draconic Power (mount): The dragon's rider gains a +1 bonus to attack rolls.

Standard Actions
m Bite (At-Will)
Attack: Melee 2 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage.

C Breath Weapon (cold, Encounter)
Attack: Close blast 5 (creatures in the blast); your level + 3 vs. Reflex
Hit: 3d8 + your Charisma modifier cold damage.
Miss: Half damage.

Minor Actions
New Vigor (healing, Encounter)
The dragon regains hit points equal to your surge value, and it regains a use of its breath weapon if its breath weapon has been used already in this encounter.

Triggered Actions
M Tail Slam (At-Will)
Trigger: An enemy enters a square adjacent to the dragon.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 3d6 + your Charisma modifier damage, and the target falls prone. </specific>
Initiative equal to yours, Perception equal to yours
HP your bloodied value
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses +2, not including any temporary bonuses or penalties
Resist 25 Cold, Saving throws +2
Speed 8, fly 10
Traits: Draconic Power (mount): The dragon's rider gains a +1 bonus to attack rolls.
Standard Actions: m Bite (At-Will)
Attack: Melee 2 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage.
C Breath Weapon (cold, Encounter)
Attack: Close blast 5 (creatures in the blast); your level + 3 vs. Reflex
Hit: 3d8 + your Charisma modifier cold damage.
Miss: Half damage.
Minor Actions: New Vigor (healing, Encounter)
The dragon regains hit points equal to your surge value, and it regains a use of its breath weapon if its breath weapon has been used already in this encounter.
Triggered Actions: M Tail Slam (At-Will)
Trigger: An enemy enters a square adjacent to the dragon.
Attack (Immediate Reaction): Melee 1 (triggering enemy); your level + 5 vs. AC
Hit: 3d6 + your Charisma modifier damage, and the target falls prone.
</RulesElement>
  <RulesElement name="Jade Horse" type="Gear" internal-id="ID_FMP_GEAR_JADE_HORSE" source="Dragon Magazine 393" revision-date="8/27/2010 12:17:48 PM">
    <specific name="Full Text"> Jade Horse
Category: Mount
Price: 0 gp

  Jade Horse - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Resist 5 All

Speed 8

Traits
Nimble Charger (mount) - The jade horse and its rider do not provoke opportunity attacks when charging.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + 4 damage.

M Trample (Encounter)
Effect: The jade horse moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 2d8 + 4 damage, and the enemy falls prone. </specific>
    <specific name="Weight" />
    <specific name="Gold"> 0 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Mount </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster">  Jade Horse - Large immortal beast (mount)
   -   
Initiative equal to yours, Perception equal to yours

HP your bloodied value

Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one

Defenses your defenses, not including any temporary bonuses or penalties

Resist 5 All

Speed 8

Traits
Nimble Charger (mount) - The jade horse and its rider do not provoke opportunity attacks when charging.

Standard Actions
m Kick (At-Will)
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + 4 damage.

M Trample (Encounter)
Effect: The jade horse moves up to its speed and can move through enemies' spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy's space for the first time during the move, it makes the following attack against that enemy. 
Attack: Melee 0; your level +3 vs. Reflex
Hit: 2d8 + 4 damage, and the enemy falls prone. </specific>
  </RulesElement>
  <!-- Familars, Dragon #397 -->
  <RulesElement name="Critic Lizard" type="Familiar" internal-id="ID_FMP_FAMILIAR_93" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:08 PM">
    <specific name="Size" />
    <specific name="Speed"> 6 </specific>
    <specific name="Power"> Danger Sense: Being surprised doesn't cause you to grant combat advantage.
	Augment 1: When you are surprised, you can spend 1 power point to take a move action or a minor action during the surprise round. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Insight checks and Perception checks.
• You gain a +1 bonus to initiative checks. </specific>
    <specific name="Secondary Speed"> climb 3 </specific>
    <specific name="Senses"> Low-light vision </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The lizard expects to be rewarded with food after every fight.
• It is jumpy and paranoid. </specific>
    <rules>
      <statadd name="Perception Misc" value="+2" />
      <statadd name="Insight Misc" value="+2" />
      <statadd name="Initiative Misc" value="+1" />
    </rules>
These irritable, multicolored, spiny-backed lizards are renowned for their ability to perceive danger before it strikes.
</RulesElement>
  <RulesElement name="Floating Polyp" type="Familiar" internal-id="ID_FMP_FAMILIAR_94" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:10 PM">
    <specific name="Size" />
    <specific name="Speed"> 0 </specific>
    <specific name="Power"> Shared Buoyancy: When you jump, you are considered to have a running start.
Sudden Combustion: If the floating polyp takes fire or lightning damage, it is destroyed and explodes in a close burst 1. Creatures in the burst take 5 fire damage and are pushed 1 square. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Athletics checks made to jump.
• You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill. </specific>
    <specific name="Secondary Speed"> fly 6 (hover; altitude limit 3) </specific>
    <specific name="Senses"> blind, blindsight 5 </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The polyp becomes agitated near open flames.
• When it shares your space, you feel physically lighter </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" condition="to make a jump" />
    </rules>
This creature resembles a translucent jellyfish floating lazily through the air
</RulesElement>
  <RulesElement name="Hurrum" type="Familiar" internal-id="ID_FMP_FAMILIAR_95" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:12 PM">
    <specific name="Size" />
    <specific name="Speed"> 4 </specific>
    <specific name="Power"> Overheat: If the hurrum ends your turn exposed to direct sunlight, it is destroyed.
Pacifying Drone: While within 5 squares of the hurrum, any enemy takes a -2 penalty to Insight checks and Perception checks.
	Augment 1: Once per encounter as a free action during your turn, you can spend 1 power point to slow an enemy within 5 squares of the hurrum until the end of your next turn. </specific>
    <specific name="Constant Benefits"> • Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits others gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings, and you notice approaching enemies and other events as normal.
• At the end of a short rest, you regain 1 additional hit point each time you spend a healing surge. </specific>
    <specific name="Secondary Speed" />
    <specific name="Senses" />
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The hurrum imitates songs you are thinking about.
• It shies away from bright light. </specific>
This colorful, speckled beetle is highly sought after for its ability to generate a soothing melody by vibrating its tiny wings.
</RulesElement>
  <RulesElement name="Jank" type="Familiar" internal-id="ID_FMP_FAMILIAR_96" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:15 PM">
    <specific name="Size" />
    <specific name="Speed"> 6 </specific>
    <specific name="Power"> Expert Forager: During an extended rest, the jank can locate a quantity of food and water that is equivalent to one survival day.
Poisonous Spur: Once per encounter as a minor action, you can apply the jank's poison to a weapon you are carrying. The next creature hit with that weapon before the end of the encounter takes 3 extra poison damage.
	Level 11: 6 extra poison damage.
	Level 21: 9 extra poison damage. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Nature checks.
• You gain low-light vision. </specific>
    <specific name="Secondary Speed"> burrow 3 (loose earth only), climb 3 </specific>
    <specific name="Senses"> Low-light vision </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The jank stuffs its mouth pouches full of food
• It rummages through your belongings and plays with small objects. </specific>
    <rules>
      <statadd name="Nature Misc" value="+2" />
      <grant name="ID_INTERNAL_VISION_LOW-LIGHT" type="Vision" />
    </rules>
The soft, golden pelts of these ferretlike mammals fetch a high price, but their poisonous spurs make them dangerous to trap.
</RulesElement>
  <RulesElement name="Kes'trekel" type="Familiar" internal-id="ID_FMP_FAMILIAR_97" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:17 PM">
    <specific name="Size" />
    <specific name="Speed"> 2 </specific>
    <specific name="Power"> Horrific Aversion: Once per encounter as a minor action, the  kes'trekel can push one creature adjacent to it 1 square.
	Augment 1: As above, except that the kes'trekel can push all creatures adjacent to it. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Intimidate checks and Perception checks.
• You gain a +1 bonus to damage rolls against bloodied creatures.
	Level 11: +2 bonus.
	Level 21: +4 bonus. </specific>
    <specific name="Secondary Speed"> fly 6 </specific>
    <specific name="Senses" />
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The kes'trekel pecks at the corpses of slain enemies
• It squawks hungrily at bloodied allies. </specific>
    <rules>
      <statadd name="Intimidate Misc" value="+2" />
      <statadd name="Perception Misc" value="+2" />
    </rules>
These grotesque carrion birds have a strong affinity with death.
</RulesElement>
  <RulesElement name="Kivit" type="Familiar" internal-id="ID_FMP_FAMILIAR_98" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:19 PM">
    <specific name="Size" />
    <specific name="Speed"> 7 </specific>
    <specific name="Power"> Poisonous Deterrent: Once per encounter, when a creature hits you or the kivit with a melee attack, you can deal 5 poison damage to the attacker as an opportunity action. 
	Level 11: 10 poison damage.
	Level 21: 15 poison damage. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Perception checks.
• You gain a +2 bonus to all defenses against opportunity attacks. </specific>
    <specific name="Secondary Speed" />
    <specific name="Senses"> Low-light vision </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The kivit emits a foul-smelling musk when upset
• It hates being inside </specific>
    <rules>
      <statadd name="Perception Misc" value="+2" />
    </rules>
This aloof, gray-furred feline secretes a venomous musk that makes it unappetizing to predators.
</RulesElement>
  <RulesElement name="Sitak" type="Familiar" internal-id="ID_FMP_FAMILIAR_99" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:21 PM">
    <specific name="Size" />
    <specific name="Speed"> 2 </specific>
    <specific name="Power"> Telepathic Mimicry: A sitak can telepathically communicate with other creatures that share a language with you and that are within 10 squares of it. When it communicates, you hear everything it transmits and hear everything spoken to it. You can dictate its answers if you choose. You do not need line of effect or line of sight to the sitak to use this benefit. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Bluff checks and Diplomacy checks.
• You can read and speak one additional language of your choice. </specific>
    <specific name="Secondary Speed"> fly 5 </specific>
    <specific name="Senses"> Low-light vision </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The sitak telepathically requests food
• It pulls out its feathers if it is regularly deprived of conversation. </specific>
    <rules>
      <statadd name="Bluff Misc" value="+2" />
      <statadd name="Diplomacy Misc" value="+2" />
      <select type="Language" number="1" Category="Starting" />
    </rules>
This gregarious, brightly colored, parrotlike bird is as intelligent as it is attractive.
</RulesElement>
  <RulesElement name="Wrab" type="Familiar" internal-id="ID_FMP_FAMILIAR_100" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:26 PM">
    <specific name="Size" />
    <specific name="Speed"> 2 </specific>
    <specific name="Power"> Empathic Guidance: Once per round, when you make an Insight check and dislike the result, you can reroll the skill check. You must use the second roll.
	Augment 1: As above, except that you can use either the second die roll or a result of 10. 
Vampiric Vitality: Once per encounter, if the wrab starts your turn adjacent to a bloodied creature, you gain 4 temporary hit points.
	Level 11: 8 temporary hit points.
	Level 21: 12 temporary hit points. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Diplomacy checks and Insight checks. </specific>
    <specific name="Secondary Speed"> fly 6 </specific>
    <specific name="Senses"> blindsight </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The wrab licks the blood from your weapons after a fight.
• It coils around your hand when you make a Diplomacy check or a Bluff check. </specific>
    <rules>
      <statadd name="Insight Misc" value="+2" />
      <statadd name="Diplomacy Misc" value="+2" />
    </rules>
These reclusive, black-scaled, winged serpents use their empathic sense to hunt for food and to read the mental states of nearby creatures.
</RulesElement>
  <RulesElement name="Z'tal" type="Familiar" internal-id="ID_FMP_FAMILIAR_101" source="Dragon Magazine 397" revision-date="5/9/2011 1:46:29 PM">
    <specific name="Size" />
    <specific name="Speed"> 6 </specific>
    <specific name="Power"> Piercing Scream: Once per encounter as a minor action, the z'tal can unleash a piercing scream in a close blast 3. Any creature in the blast is deafened and cannot make opportunity attacks until the start of its next turn. </specific>
    <specific name="Constant Benefits"> • You gain a +2 bonus to Athletics checks made to jump.
• You gain a +2 bonus to speed when running or charging. </specific>
    <specific name="Secondary Speed"> (10 when running) </specific>
    <specific name="Senses"> Low-light vision </specific>
    <specific name="Tier"> Heroic Tier </specific>
    <specific name="Quirks"> • The z'tal chirps alarmingly when someone strays too far from the group.
•  It runs headfirst into your leg when angered. </specific>
    <rules>
      <statadd name="Athletics Misc" value="+2" condition="to make a jump" />
      <statadd name="Speed" value="+2" condition="when you charge or run" />
    </rules>
This lizard chirps nervously as it hops around, and its sharp, feathered scales gleam in the light.
</RulesElement>
  <!-- Shadow Raven Familiar, Heroes of Shadow -->
  <RulesElement name="Shadow Raven" type="Familiar" internal-id="ID_FMP_FAMILIAR_92" source="Player Essentials: Heroes of Shadow" revision-date="3/23/2011 5:34:29 PM">
    <specific name="Size" />
    <specific name="Speed"> 2 </specific>
    <specific name="Power"> Under Raven's Wing: Once per encounter as a minor action, you and your allies adjacent to the shadow raven gain partial concealment until the end of your next turn. </specific>
    <specific name="Constant Benefits"> * You gain a +2 bonus to Perception checks.
* You gain a +4 bonus to all defenses during a surprise round. </specific>
    <specific name="Secondary Speed"> fly 6 (hover) </specific>
    <specific name="Senses"> Darkvision </specific>
    <specific name="Tier" />
    <rules>
      <statadd name="Perception Misc" value="+2" />
      <statadd name="AC" value="+2" condition="during a surprise round" />
      <statadd name="Fortitude Defense" value="+2" condition="during a surprise round" />
      <statadd name="Reflex Defense" value="+2" condition="during a surprise round" />
      <statadd name="Will Defense" value="+2" condition="during a surprise round" />
    </rules>
A small shadow takes the form of an inky black raven with glowing red eyes.
</RulesElement>
  <!-- Gear, Heroes of Shadow -->
  <RulesElement name="Garrote" type="Weapon" internal-id="ID_FMP_WEAPON_78" source="Dragon Magazine 373,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:14:27 PM">
    <Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_GROUP_47,ID_INTERNAL_CATEGORY_TWO-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
    <specific name="Full Text"> Garrote
Superior two-handed  weapon
Cost: 1 gp
Damage: 1d4
Proficient: +3
Range: -
Weight: 1 lb.

This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st—10th levels, an extra 2[W] at 11th—20th levels, and an extra 3[W] at 21st—30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.).

Group: 
Garrote (). </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 1 </specific>
    <specific name="Range" />
    <specific name="Damage"> 1d4 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Melee </specific>
    <specific name="Hands Required"> Two-Handed </specific>
    <specific name="Item Slot"> Two-Hands </specific>
    <specific name="Group"> Garrote </specific>
    <specific name="Properties"> High Crit, Small </specific>
This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote.
</RulesElement>
  <RulesElement name="Garrote (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_GARROTE" source="Dragon Magazine 373,Player Essentials: Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_WEAPON_78 </specific>
    <specific name="Full Text"> Large Garrote
Superior two-handed  weapon
Cost: 1 gp
Damage: 1d6
Proficient: +3
Range: -
Weight: 2 lb.

This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st—10th levels, an extra 2[W] at 11th—20th levels, and an extra 3[W] at 21st—30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.).

Group: 
Garrote (). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 1 </specific>
    <specific name="Range" />
    <specific name="Damage"> 1d6 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Melee </specific>
    <specific name="Hands Required"> Two-Handed </specific>
    <specific name="Item Slot"> Two-Hands </specific>
    <specific name="Group"> Garrote </specific>
    <specific name="Properties"> High Crit, Small </specific>
    <specific name="Size"> Large </specific>
This strangling tool is a length of wire or knotted rope with handles at either end. The only attacks that you can make with a garrote are ones that require or allow its use. Also, if you are holding a garrote in both hands, you can use the grab action even without a hand free. If the grab hits, the target takes 1[W] damage from the garrote.
</RulesElement>
  <RulesElement name="Bola" type="Weapon" internal-id="ID_FMP_WEAPON_76" source="Dragon Magazine 368,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:15:19 PM">
    <Category> ID_INTERNAL_CATEGORY_ONE-HAND,ID_FMP_WEAPON_GROUP_10,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
    <specific name="Full Text"> Bola
Superior one-handed ranged weapon
Cost: 5 gp
Damage: 1d4
Proficient: +3
Range: 4/8
Weight: 2 lb.

Consisting of two or three weighted spheres connected by cord, bolas tangle up opponents, but the spheres are also strong enough to inflict injuries.

Properties: 
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).

Group: 
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Range"> 4/8 </specific>
    <specific name="Damage"> 1d4 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Ranged </specific>
    <specific name="Hands Required"> One-Handed </specific>
    <specific name="Item Slot"> One-hand </specific>
    <specific name="Group"> Flail </specific>
    <specific name="Properties"> Light Thrown </specific>
Consisting of two or three weighted spheres connected by cord, bolas tangle up opponents, but the spheres are also strong enough to inflict injuries.
</RulesElement>
  <RulesElement name="Bola (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_BOLA" source="Dragon Magazine 368,Player Essentials: Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_WEAPON_76 </specific>
    <specific name="Full Text"> Large Bola
Superior one-handed ranged weapon
Cost: 5 gp
Damage: 1d6
Proficient: +3
Range: 4/8
Weight: 4 lb.

Consisting of two or three weighted spheres connected by cord, bolas tangle up opponents, but the spheres are also strong enough to inflict injuries.

Properties: 
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.).

Group: 
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). </specific>
    <specific name="Weight"> 4 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Range"> 4/8 </specific>
    <specific name="Damage"> 1d6 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Ranged </specific>
    <specific name="Hands Required"> One-Handed </specific>
    <specific name="Item Slot"> One-hand </specific>
    <specific name="Group"> Flail </specific>
    <specific name="Properties"> Light Thrown </specific>
    <specific name="Size"> Large </specific>
Consisting of two or three weighted spheres connected by cord, bolas tangle up opponents, but the spheres are also strong enough to inflict injuries.
</RulesElement>
  <RulesElement name="Blowgun" type="Weapon" internal-id="ID_FMP_WEAPON_77" source="Dragon Magazine 373,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:16:14 PM">
    <Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_GROUP_48,ID_INTERNAL_CATEGORY_TWO-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
    <specific name="Full Text"> Blowgun
Superior two-handed ranged weapon
Cost: 5 gp
Damage: 1d4
Proficient: +3
Range: 5/10
Weight: 2 lb.

This long, tubular weapon is used by blowing on one end. It can launch darts and other agents.

Properties: 
Load Minor (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free" on the weapon table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.).

Group: 
Blowgun (). </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Range"> 5/10 </specific>
    <specific name="Damage"> 1d4 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Ranged </specific>
    <specific name="Hands Required"> Two-Handed </specific>
    <specific name="Item Slot"> Two-Hands </specific>
    <specific name="Group"> Blowgun </specific>
    <specific name="Properties"> Load Minor, Small </specific>
This long, tubular weapon is used by blowing on one end. It can launch darts and other agents.
</RulesElement>
  <RulesElement name="Blowgun (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_BLOWGUN" source="Dragon Magazine 373,Player Essentials: Heroes of Shadow">
    <specific name="_SupportsID"> ID_FMP_WEAPON_77 </specific>
    <specific name="Full Text"> Large Blowgun
Superior two-handed ranged weapon
Cost: 5 gp
Damage: 1d6
Proficient: +3
Range: 5/10
Weight: 4 lb.

This long, tubular weapon is used by blowing on one end. It can launch darts and other agents.

Properties: 
Load Minor (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free" on the weapon table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.).

Group: 
Blowgun (). </specific>
    <specific name="Weight"> 4 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Range"> 5/10 </specific>
    <specific name="Damage"> 1d6 </specific>
    <specific name="Proficiency Bonus"> 3 </specific>
    <specific name="_Primary End" />
    <specific name="Weapon Category"> Superior Ranged </specific>
    <specific name="Hands Required"> Two-Handed </specific>
    <specific name="Item Slot"> Two-Hands </specific>
    <specific name="Group"> Blowgun </specific>
    <specific name="Properties"> Load Minor, Small </specific>
    <specific name="Size"> Large </specific>
This long, tubular weapon is used by blowing on one end. It can launch darts and other agents.
</RulesElement>
  <RulesElement name="Poisoner's Kit" type="Gear" internal-id="ID_FMP_GEAR_140" source="Player Essentials: Heroes of Shadow">
    <specific name="Full Text"> Poisoner's Kit
Category: Gear
Price: 25 gp 
Weight: 5 lb
Description: A common item found in the hands of the most dangerous assassins, a poisoner's kit consists of a collection of tools, vials, and base ingredients used to concoct deadly poisons. Possession of a poisoner's kit is usually grounds for arrest in most civilized areas, since there is little good that can come of the substances that the kits require. </specific>
    <specific name="Weight"> 5 </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category"> Gear </specific>
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
A common item found in the hands of the most dangerous assassins, a poisoner's kit consists of a collection of tools, vials, and base ingredients used to concoct deadly poisons. Possession of a poisoner's kit is usually grounds for arrest in most civilized areas, since there is little good that can come of the substances that the kits require.
</RulesElement>
  <RulesElement name="Blessed Soil" type="Gear" internal-id="ID_FMP_GEAR_141" source="Player Essentials: Heroes of Shadow">
    <specific name="Full Text"> Blessed Soil
Category: 
Price: 10 gp 
Weight: 1 lb
Description: The soil contained within this small, plain bag has been blessed by a cleric or some other wielder of divine magic. If sprinkled over a casket or grave, blessed soil prevents any corpse buried therein from rising as an undead creature due a ritual. However, blessed soil has no effect on undead creatures that return to life due to other means. A creature might rise as a ghost if compelled to do so by a curse imposed upon it. Many communities require that blessed soil be used as part of any burial ritual. All too often, con artists and unscrupulous ritualists offer fake blessed soil at cheap rates, leaving graveyards rife with potential skeletons and zombies. </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category" />
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
The soil contained within this small, plain bag has been blessed by a cleric or some other wielder of divine magic. If sprinkled over a casket or grave, blessed soil prevents any corpse buried therein from rising as an undead creature due a ritual. However, blessed soil has no effect on undead creatures that return to life due to other means. A creature might rise as a ghost if compelled to do so by a curse imposed upon it. Many communities require that blessed soil be used as part of any burial ritual. All too often, con artists and unscrupulous ritualists offer fake blessed soil at cheap rates, leaving graveyards rife with potential skeletons and zombies.
</RulesElement>
  <RulesElement name="Ghoul Candle" type="Gear" internal-id="ID_FMP_GEAR_142" source="Player Essentials: Heroes of Shadow">
    <specific name="Full Text"> Ghoul Candle
Category: 
Price: 10 gp 
Weight: 1/10 lb
Description: Fashioned from fat rendered from a slain ghoul, a ghoul candle sheds light that is invisible to undead. It functions as a normal candle, except that it provides no illumination for undead creatures. Gravediggers use these candles when they must venture into a cemetery at night, in hopes of avoiding the notice of any ghosts or similar creatures that might be about. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category" />
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
Fashioned from fat rendered from a slain ghoul, a ghoul candle sheds light that is invisible to undead. It functions as a normal candle, except that it provides no illumination for undead creatures. Gravediggers use these candles when they must venture into a cemetery at night, in hopes of avoiding the notice of any ghosts or similar creatures that might be about.
</RulesElement>
  <RulesElement name="Raven's Feather" type="Gear" internal-id="ID_FMP_GEAR_143" source="Player Essentials: Heroes of Shadow">
    <specific name="Full Text"> Raven's Feather
Category: 
Price: 25 gp 
Weight: 1/10 lb
Description: This plain black feather ends in a small iron needle. When the item's user pricks a creature's skin with the needle, just enough to draw blood, the feather forms a mystic bond to that creature. At the moment of that creature's death, the black feather turns bloodred. Merchants and travelers leave raven's feathers with their loved ones, while some thieves' guilds and mercenary bands require initiates to leave one with their superiors. One of these feathers is by no means infallible. There is no way to inspect the feather to ensure that it is linked to a specific person. It is easy enough to fake one's death by passing off a feather attuned to a different creature as belonging to someone else. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category" />
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
This plain black feather ends in a small iron needle. When the item's user pricks a creature's skin with the needle, just enough to draw blood, the feather forms a mystic bond to that creature. At the moment of that creature's death, the black feather turns bloodred. Merchants and travelers leave raven's feathers with their loved ones, while some thieves' guilds and mercenary bands require initiates to leave one with their superiors. One of these feathers is by no means infallible. There is no way to inspect the feather to ensure that it is linked to a specific person. It is easy enough to fake one's death by passing off a feather attuned to a different creature as belonging to someone else.
</RulesElement>
<!-- Animal Master Gear -->
<RulesElement name="Cat" type="Gear" internal-id="ID_D399_GEAR_CAT" source="Dragon Magazine 399">
  <specific name="Full Text"> Cat
Category: Companion

Cat - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +6 Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 14, Will 11
Speed 7

Cat’s Stealth (Move Action; at-will)
While within 10 squares of the cat, the cat’s master can move up to half his or her speed without incurring the –5 penalty to Stealth checks for moving more than 2 squares.

Skills s Athletics +2, Stealth +9
Str 4 (-3) ◦ Dex 19 (+4) ◦ Wis 12 (+1)
Con 11 (+0) ◦ Int 2 (-4) ◦ Cha 11 (0)
Alignment Unaligned Languages - </specific>
  <specific name="Weight" />
  <specific name="Gold" />
  <specific name="Silver" />
  <specific name="Copper" />
  <specific name="Category"> Mount </specific>
  <specific name="_RelatedElement" />
  <specific name="count"> 1 </specific>
  <specific name="_Monster"> Cat - Level 1 Minion Skirmisher
Large  natural beast (mount) - XP 175
Tiny  natural beast - XP 25
Initiative +6 Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 14, Will 11
Speed 7

Cat’s Stealth (Move Action; at-will)
While within 10 squares of the cat, the cat’s master can move up to half his or her speed without incurring the –5 penalty to Stealth checks for moving more than 2 squares.

Skills s Athletics +2, Stealth +9
Str 4 (-3) ◦ Dex 19 (+4) ◦ Wis 12 (+1)
Con 11 (+0) ◦ Int 2 (-4) ◦ Cha 11 (0)
Alignment Unaligned Languages - </specific>
</RulesElement>
<RulesElement name="Dog" type="Gear" internal-id="ID_D399_GEAR_DOG" source="Dragon Magazine 399">
  <specific name="Full Text"> Dog
Category: Companion

Dog - Level 1 Minion Skirmisher
Small  natural beast - XP 25
Initiative +4 Senses Perception +7
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 11, Reflex 14, Will 12
Speed 7

On the Track
While within 10 squares of the dog, the dog’s master gains a +4 bonus to Perception checks made to find or follow tracks.

Skills Perception + 7
Str 8 (-1) ◦ Dex 15 (+2) ◦ Wis 14 (+2)
Con 13 (+1) ◦ Int 2 (-4) ◦ Cha 11 (0) 
Alignment Unaligned Languages - </specific>
  <specific name="Weight" />
  <specific name="Gold" />
  <specific name="Silver" />
  <specific name="Copper" />
  <specific name="Category"> Mount </specific>
  <specific name="_RelatedElement" />
  <specific name="count"> 1 </specific>
  <specific name="_Monster"> Dog - Level 1 Minion Skirmisher
Small  natural beast - XP 25
Initiative +4 Senses Perception +7
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 11, Reflex 14, Will 12
Speed 7

On the Track
While within 10 squares of the dog, the dog’s master gains a +4 bonus to Perception checks made to find or follow tracks.

Skills Perception + 7
Str 8 (-1) ◦ Dex 15 (+2) ◦ Wis 14 (+2)
Con 13 (+1) ◦ Int 2 (-4) ◦ Cha 11 (0) 
Alignment Unaligned Languages - </specific>
</RulesElement>
<RulesElement name="Hawk" type="Gear" internal-id="ID_D399_GEAR_HAWK" source="Dragon Magazine 399">
  <specific name="Full Text"> Hawk
Category: Companion

Hawk - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +5 Senses Perception +6; Darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 13, Will 11
Speed 4, fly 7

Hawk’s Eye
While within 10 squares of the hawk, the hawk’s master gains 
a +4 bonus to Perception checks made to spot creatures.

Skills Perception + 7
Str 8 (-1) ◦ Dex 15 (+2) ◦ Wis 14 (+2)
Con 13 (+1) ◦ Int 2 (-4) ◦ Cha 11 (0) 
Alignment Unaligned Languages - </specific>
  <specific name="Weight" />
  <specific name="Gold" />
  <specific name="Silver" />
  <specific name="Copper" />
  <specific name="Category"> Mount </specific>
  <specific name="_RelatedElement" />
  <specific name="count"> 1 </specific>
  <specific name="_Monster"> Hawk - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +5 Senses Perception +6; Darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 13, Will 11
Speed 4, fly 7

Hawk’s Eye
While within 10 squares of the hawk, the hawk’s master gains 
a +4 bonus to Perception checks made to spot creatures.

Skills Perception + 7
Str 4 (-3) ◦ Dex 17 (+3) ◦ Wis 12 (+1)
Con 11 (+0) ◦ Int 2 (-4) ◦ Cha 9 (+1) 
Alignment Unaligned Languages - </specific>
</RulesElement>
<RulesElement name="Monkey" type="Gear" internal-id="ID_D399_GEAR_MONKEY" source="Dragon Magazine 399">
  <specific name="Full Text"> Monkey
Category: Companion

Monkey - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +5 Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 11, Reflex 13, Will 11
Speed 6, climb 6

Nimble Fingers
While within 10 squares of the monkey, the monkey's master can take a standard action to command it to make a Thievery check to pick a pocket as a free action, using the master's Thievery modifier with a +2 bonus.

Skills Acrobatics +8
Str 5 (-3) ◦ Dex 17 (+3) ◦ Wis 10 (0)
Con 12 (+1) ◦ Int 4 (-3) ◦ Cha 13 (+1) 
Alignment Unaligned Languages - </specific>
  <specific name="Weight" />
  <specific name="Gold" />
  <specific name="Silver" />
  <specific name="Copper" />
  <specific name="Category"> Mount </specific>
  <specific name="_RelatedElement" />
  <specific name="count"> 1 </specific>
  <specific name="_Monster"> Monkey - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +5 Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 11, Reflex 13, Will 11
Speed 6, climb 6

Nimble Fingers
While within 10 squares of the monkey, the monkey's master can take a standard action to command it to make a Thievery check to pick a pocket as a free action, using the master's Thievery modifier with a +2 bonus.

Skills Acrobatics +8
Str 5 (-3) ◦ Dex 17 (+3) ◦ Wis 10 (0)
Con 12 (+1) ◦ Int 4 (-3) ◦ Cha 13 (+1) 
Alignment Unaligned Languages - </specific>
</RulesElement>
<RulesElement name="Raven" type="Gear" internal-id="ID_D399_GEAR_RAVEN" source="Dragon Magazine 399">
  <specific name="Full Text"> Raven
Category: Companion

Raven - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +6 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 14, Will 12
Speed 4, fly 8

Snatch and Scoot
While within 10 squares of the raven, the raven's master can take a standard action to command it to make a Thievery check to perform sleight of hand as a free action, using the master's Thievery modifier with a +2 bonus.

Skills Stealth +9
Str 3 (-4) ◦ Dex 19 (+4) ◦ Wis 15 (+2)
Con 10 (0) ◦ Int 3 (-4) ◦ Cha 10 (0) 
Alignment Unaligned Languages - </specific>
  <specific name="Weight" />
  <specific name="Gold" />
  <specific name="Silver" />
  <specific name="Copper" />
  <specific name="Category"> Mount </specific>
  <specific name="_RelatedElement" />
  <specific name="count"> 1 </specific>
  <specific name="_Monster"> Raven - Level 1 Minion Skirmisher
Tiny  natural beast - XP 25
Initiative +6 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 10, Reflex 14, Will 12
Speed 4, fly 8

Snatch and Scoot
While within 10 squares of the raven, the raven's master can take a standard action to command it to make a Thievery check to perform sleight of hand as a free action, using the master's Thievery modifier with a +2 bonus.

Skills Stealth +9
Str 3 (-4) ◦ Dex 19 (+4) ◦ Wis 15 (+2)
Con 10 (0) ◦ Int 3 (-4) ◦ Cha 10 (0)  
Alignment Unaligned Languages - </specific>
</RulesElement>
  <RulesElement name="Alchemy Case" type="Gear" internal-id="ID_FMP_GEAR_144" source="Dragon Magazine 399">
    <specific name="Full Text"> Alchemy Case
Category: 
Price: 40 gp 
Weight: 20 lb
Description: This sturdy leather valise includes well-packed glassware, a burner, a mortar and pestle, and dozens of jars of common alchemical reagents. You need an alchemy case, or access to an alchemical workshop, to use alchemist powers. </specific>
    <specific name="Weight"> 20 </specific>
    <specific name="Gold"> 40 </specific>
    <specific name="Silver" />
    <specific name="Copper" />
    <specific name="Category" />
    <specific name="_RelatedElement" />
    <specific name="count"> 1 </specific>
    <specific name="_Monster" />
    <specific name="_AssociatedMonsters" />
This sturdy leather valise includes well-packed glassware, a burner, a mortar and pestle, and dozens of jars of common alchemical reagents. You need an alchemy case, or access to an alchemical workshop, to use alchemist powers.
</RulesElement>
<!-- Missing Ritual Scrolls -->
  <RulesElement name="Scroll of Create Primal Element" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CREATE_PRIMAL_ELEMENT" source="Dark Sun Campaign Setting">
    <specific name="_SupportsID"> ID_FMP_RITUAL_341 </specific>
    <specific name="Market Price"> 100 gp </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Create Primal Element.
</RulesElement>
  <RulesElement name="Scroll of Create Tree of Life" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CREATE_TREE_OF_LIFE" source="Dark Sun Campaign Setting">
    <specific name="_SupportsID"> ID_FMP_RITUAL_342 </specific>
    <specific name="Market Price"> 200000 gp </specific>
    <specific name="Level"> 25 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Create Tree of Life.
</RulesElement>
  <RulesElement name="Scroll of Land Ward" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_LAND_WARD" source="Dark Sun Campaign Setting">
    <specific name="_SupportsID"> ID_FMP_RITUAL_343 </specific>
    <specific name="Market Price"> 2600 gp </specific>
    <specific name="Level"> 11 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Land Ward.
</RulesElement>
  <RulesElement name="Scroll of Revitalize" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_REVITALIZE" source="Dark Sun Campaign Setting">
    <specific name="_SupportsID"> ID_FMP_RITUAL_344 </specific>
    <specific name="Market Price"> 8000 gp </specific>
    <specific name="Level"> 15 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Revitalize.
</RulesElement>
  <RulesElement name="Scroll of Silt Walk" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SILT_WALK" source="Dark Sun Campaign Setting">
    <specific name="_SupportsID"> ID_FMP_RITUAL_345 </specific>
    <specific name="Market Price"> 2600 gp </specific>
    <specific name="Level"> 12 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Silt Walk.
</RulesElement>
  <RulesElement name="Scroll of Create Scarecrow" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CREATE_SCARECROW" source="Dungeon Magazine 183">
    <specific name="_SupportsID"> ID_FMP_RITUAL_346 </specific>
    <specific name="Market Price"> 22500 gp </specific>
    <specific name="Level"> 14 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Create Scarecrow.
</RulesElement>
  <RulesElement name="Scroll of Aberrant Totemic Link" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_ABERRANT_TOTEMIC_LINK" source="Dragon Magazine 394">
    <specific name="_SupportsID"> ID_FMP_RITUAL_347 </specific>
    <specific name="Market Price"> 3200 gp </specific>
    <specific name="Level"> 13 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Aberrant Totemic Link.
</RulesElement>
  <RulesElement name="Scroll of Clarity Salts" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CLARITY_SALTS" source="Dungeon Magazine 186">
    <specific name="_SupportsID"> ID_FMP_RITUAL_348 </specific>
    <specific name="Market Price"> 120 gp </specific>
    <specific name="Level"> 4 </specific>
    <specific name="Type"> Alchemical Formula </specific>
A scroll containing the alchemical formula for Clarity Salts.
</RulesElement>
  <RulesElement name="Scroll of Giggle Gas" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_GIGGLE_GAS" source="Dungeon Magazine 186">
    <specific name="_SupportsID"> ID_FMP_RITUAL_349 </specific>
    <specific name="Market Price"> 1280 gp </specific>
    <specific name="Level"> 9 </specific>
    <specific name="Type"> Alchemical Formula </specific>
A scroll containing the alchemical formula for Giggle Gas.
</RulesElement>
  <RulesElement name="Scroll of Kinetic Oil" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_KINETIC_OIL" source="Dungeon Magazine 186">
    <specific name="_SupportsID"> ID_FMP_RITUAL_350 </specific>
    <specific name="Market Price"> 500 gp </specific>
    <specific name="Level"> 8 </specific>
    <specific name="Type"> Alchemical Formula </specific>
A scroll containing the alchemical formula for Kinetic Oil.
</RulesElement>
  <RulesElement name="Scroll of Walking Death" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_WALKING_DEATH" source="Dungeon Magazine 186">
    <specific name="_SupportsID"> ID_FMP_RITUAL_351 </specific>
    <specific name="Market Price"> 400 gp </specific>
    <specific name="Level"> 5 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Walking Death.
</RulesElement>
  <RulesElement name="Scroll of Reordination" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_REORDINATION" source="Dragon Magazine 397">
    <specific name="_SupportsID"> ID_FMP_RITUAL_352 </specific>
    <specific name="Market Price"> 1000 gp </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Type"> Ritual </specific>
A scroll containing a single use of the ritual Reordination.
</RulesElement>



<RulesElement name="Ball Bearings" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-1" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Ball Bearings
Category: Gear
Weight: 1 lb.
Price: 10 gp
Description: Freely round hard metal balls. 

As a standard action, you can drop these smooth metal spheres into an adjacent square (or gather them back up). Any creature moving on the ball bearings must either treat the square as difficult terrain or succeed on a saving throw to avoid falling prone. Creatures that are running can use only the latter option.
</specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
As a standard action, you can drop these smooth metal spheres into an adjacent square (or gather them back up). Any creature moving on the ball bearings must either treat the square as difficult terrain or succeed on a saving throw to avoid falling prone. Creatures that are running can use only the latter option.
</RulesElement>

<RulesElement name="Bell and Whistle" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-2" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Bell and Whistle
Category: Gear
Weight: -
Price: 1 gp
Description: A bell is useful for setting an alarm, while blowing a whistle lets you alert comrades at a greater distance. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
A bell is useful for setting an alarm, while blowing a whistle lets you alert comrades at a greater distance.
</RulesElement>

<RulesElement name="Bestiary" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-3" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Bestiary
Category: Gear
Weight: 3 lb
Price: 25 gp
Description: A medieval collection of stories providing physical and allegorical descriptions of real or imaginary animals along with an interpretation of the moral significance each animal was thought to embody. A number of common misconceptions relating to natural history were preserved in these popular accounts. </specific>
      <specific name="Weight"> 3 </specific>
      <specific name="Gold"> 25 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Each of these books offers lore about a single combination of creature origin and type, such as fey humanoids. When you fail a monster knowledge check related to a creature with this origin and type, you can reroll the check by spending one hour studying the bestiary. You must use the second result.
</RulesElement>

<RulesElement name="Block, Tackle, and Winch" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-4" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Block, Tackle, and Winch
Category: Gear
Weight: 10 lbs
Price: 10 gp
Description: After you attach this set of simple machines to a solid surface, you can pass a rope through it to triple the weight you can lift, pull, or drag on the other end of the rope. </specific>
      <specific name="Weight"> 10 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
After you attach this set of simple machines to a solid surface, you can pass a rope through it to triple the weight you can lift, pull, or drag on the other end of the rope.
</RulesElement>

<RulesElement name="Caltrops" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-5" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Caltrops
Category: Gear
Weight: 1 lb
Price: 10 gp
Description: You can drop these pyramid-shaped metal spikes into a square adjacent to you (or gather them back up) as a standard action. Any creature moving on the caltrops must either treat the square as difficult terrain or become slowed (save ends). Creatures that are running can use only the latter option. </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
You can drop these pyramid-shaped metal spikes into a square adjacent to you (or gather them back up) as a standard action. Any creature moving on the caltrops must either treat the square as difficult terrain or become slowed (save ends). Creatures that are running can use only the latter option.
</RulesElement>

<RulesElement name="Camouflaged Clothing" type="Gear" internal-id="ID_FMP_GEAR_95" source="Dragon Magazine 373,Mordenkainen's Magnificent Emporium" >
      <specific name="Full Text"> Camouflaged Clothing
Category: Gear
Weight: 6 lb
Price: 30 gp
Description: The use of protective coloring or garments that blend in with the surrounding environment that helps to conceal the wearer.  </specific>
      <specific name="Weight"> 6 </specific>
      <specific name="Gold"> 30 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
While you are not moving, these garments allow you to blend into your surroundings by granting you a +2 bonus to Stealth checks.
</RulesElement>

<RulesElement name="Candle Clock" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-7" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Candle Clock
Category: Gear
Weight: 1 lb
Price: 1 gp
Description: A thin candle with consistently spaced markings, that when burned, indicate the passage of periods of time. </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver" />
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 2 </specific>
      <specific name="_Monster" />
Lighting one of these wax tapers allows you to count hours by observing how far the candle has burned down against marks made in the wax. Each clock lasts for 8 hours and is consumed after use. Candle clocks are typically sold in pairs to help synchronize timing between separate groups.
</RulesElement>

<RulesElement name="Chalk and Slate" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-8" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Chalk and Slate
Category: Gear
Weight: -
Price: 5 sp
Description: Use chalk to write on dungeon walls to help find your way back out or to leave messages for those who follow. Drawing on a slate lets you communicate simple ideas when you need to remain silent or work around a language barrier. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"/>
      <specific name="Silver"> 5 </specific>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Use chalk to write on dungeon walls to help find your way back out or to leave messages for those who follow. Drawing on a slate lets you communicate simple ideas when you need to remain silent or work around a language barrier.
</RulesElement>

<RulesElement name="Chirurgeon's Tools" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-9" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Chirurgeon's Tools
Category: Gear
Weight: 4 lbs
Price: 20 gp
Description: This surgical gear includes brass wedges that can be heated to cauterize wounds and jars of leeches for bleeding patients. </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 20 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This surgical gear includes brass wedges that can be heated to cauterize wounds and jars of leeches for bleeding patients. When you use these tools to treat an ally who has contracted a disease caused by an attack from a creature, that ally gains a +2 bonus to the next check he or she makes against the disease.
</RulesElement>

<RulesElement name="Cold-Weather Clothing" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-10" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Cold-Weather Clothing
Category: Gear
Weight: 10 lbs
Price: 10 gp
Description: This includes furs and snowshoes for the artic climate. </specific>
      <specific name="Weight"> 10 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Wearing these furs gives you a +2 bonus to Endurance checks against cold weather. Wearing the snowshoes included in this gear allows you to ignore difficult terrain caused by snow and ice, but reduces your speed by 2.
</RulesElement>

<RulesElement name="Crook-Eye" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-11" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Crook-Eye
Category: Gear
Weight: 1 lbs
Price: 10 gp
Description: You can look around corners with the angled mirrors in this leather-bound wooden tube. </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
You can look around corners with the angled mirrors in this leather-bound wooden tube. You grant combat advantage and take a -2 penalty to Perception checks while using a crook-eye, but you can trace your line of sight from a square adjacent to you.
</RulesElement>

<RulesElement name="Crowbar" type="Gear" internal-id="ID_FMP_GEAR_96" source="Dragon Magazine 373,Mordenkainen's Magnificent Emporium" >
      <specific name="Full Text"> Crowbar
Category: Gear
Weight: 4 lbs
Price: 2 gp
Description: A long straight metal bar used lengthwise as a hand tool for leverage. </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 2 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Wielding this metal pry bar gives you a +2 bonus to Strength checks to break open locked doors or containers.
</RulesElement>

<RulesElement name="Dagger Boots" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-13" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Dagger Boots
Category: Gear
Weight: 4 lbs
Price: 2 gp
Description: These spike-toed footwear help you kick notches into a surface you are climbing. </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 2 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
These spike-toed footwear help you kick notches into a surface you are climbing. While wearing dagger boots, you gain +2 bonus to Athletics checks to climb but take a -2 penalty to Stealth checks to move silently.
</RulesElement>

<RulesElement name="Desert Clothing" type="Gear" internal-id="ID_FMP_GEAR_116" source="Dark Sun Campaign Setting">
      <specific name="Full Text"> Desert Clothing
Category: Gear
Weight: 4 lbs
Price: 5 gp
Description: Loose clothing in light colors reflects heat and retains the body's moisture. Wearing this mask and loosefitting robes gives you protection from the elements of the desert. </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Loose clothing in light colors reflects heat and retains the body's moisture. Wearing this mask and loosefitting robes gives you a +2 bonus to Endurance checks to resist heat or to avoid the effects of persistent dust or sun glare.
</RulesElement>

<RulesElement name="Doctrinal Book" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-15" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Doctrinal Book
Category: Gear
Weight: 3 lbs
Price: 25 gp
Description: Each of these volumes holds lore pertain to a certain deity. </specific>
      <specific name="Weight"> 3 </specific>
      <specific name="Gold"> 25 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Each of these volumes holds lore pertain to a certain deity. After a failed Religion check associated with this deity or its followers, you can attempt the check again after spending 1 hour studying the doctrinal book. You must use the second result.
</RulesElement>

<RulesElement name="Footpads" type="Gear" internal-id="ID_FMP_GEAR_98" source="Dragon Magazine 373,Mordenkainen's Magnificent Emporium" >
      <specific name="Full Text"> Footpads
Category: Gear
Weight: -
Price: 5 gp
Description: While wearing these felt soles over your normal footwear, you can move much more quietly. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
While wearing these felt soles over your normal footwear, you gain a +1 bonus to Stealth checks to move quietly.
</RulesElement>

<RulesElement name="Gambler's Gear" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-17" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Gambler's Gear
Category: Gear
Weight: -
Price: 1 gp
Description: These dice, cards, knuckle-bones, or diviner's sticks are necessary equipment for games of chance. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
These dice, cards, knuckle-bones, or diviner's sticks are necessary equipment for games of chance.
</RulesElement>

<RulesElement name="Gambling Cheats" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-18" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Gambling Cheats
Category: Gear
Weight: -
Price: 20 gp
Description: These marked dice, marked cards, marked knuckle-bones, or marked diviner's sticks are necessary equipment for cheating in games of chance. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"> 20 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This marked gambling gear gives you a +2 bonus to Thievery checks to cheat while gambling.
</RulesElement>

<RulesElement name="Glass Cutter" type="Gear" internal-id="ID_FMP_GEAR_99" source="Dragon Magazine 373,Mordenkainen's Magnificent Emporium" >
      <specific name="Full Text"> Glass Cutter
Category: Gear
Weight: 5 lbs
Price: 25 gp
Description: A hand tool which aids in the cutting (strictly, the controlled breaking) of flat or sheet glass. </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 25 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
By affixing this tool to a piece of glass, you can quickly and silently etch the surface and create a round hole large enough to fit your arm through.
</RulesElement>

<RulesElement name="Hidden Item Compartment" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-20" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Hidden Item Compartment
Category: Gear
Weight: 2 lbs
Price: 40 gp
Description: While wearing this cunningly crafted piece of apparel, you can conceal an object on yourself that weighs 1 pound or less. </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
While wearing this cunningly crafted piece of apparel, you can conceal an object on yourself that weighs 1 pound or less. You gain a +2 bonus to Stealth checks against Perception checks to notice the item.
</RulesElement>

<RulesElement name="Investigation Gear" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-21" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Investigation Gear
Category: Gear
Weight: 4 lbs
Price: 40 gp
Description: This bag of equipment includes containers made from different materials, brushes, dusts, tweezers, picks, probes, a magnifying glass, ink and quills, parchment, and a small journal. </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This bag of equipment includes containers made from different materials, brushes, dusts, tweezers, picks, probes, a magnifying glass, ink and quills, parchment, and a small journal. You gain a +2 bonus to Perception checks when you use the kit to search an area for specific details.
</RulesElement>

<RulesElement name="Iron Filings and Lodestone" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-22" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Iron Filings and Lodestone
Category: Gear
Weight: -
Price: 15 gp
Description: Watching for disruptions in the patterns that iron filings normally form around a lodestone can help you perceive strong magical forces. </specific>
      <specific name="Weight"> - </specific>
      <specific name="Gold"> 15 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Watching for disruptions in the patterns that iron filings normally form around a lodestone can help you perceive strong magical forces. When you fail an Arcana check to detect magic on an object or a location, you can attempt the check again after spending 1 hour spreading and studying the iron filings. You must use the second result.
</RulesElement>

<RulesElement name="Iron Spikes" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-23" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Iron Spikes
Category: Gear
Weight: 5 lbs
Price: 1 gp
Description: Hammering one of these blunt, wide metal wedges between a door and its frame holds the door shut tight. </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 10 </specific>
      <specific name="_Monster" />
Hammering one of these blunt, wide metal wedges between a door and its frame requires a standard action and adds 5 to the DC of checks to open the door. If nothing but a spike is holding a door shut, the base DC to open it is 15. Spiking a door is noisy; each time you drive in a spike, creatures within 20 squares can make a Perception check with a +5 bonus to hear you.
</RulesElement>

<RulesElement name="Jar of Glowworms" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-24" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Jar of Glowworms
Category: Gear
Weight: 5 lbs
Price: 1 gp
Description: The tiny insects in the jar create dim light in the jar's square. </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
The worms give off just enough light to read by, and the jar can be covered to avoid revealing your position in the darkness. You can use a ten-foot pole to push the jar into an ominous-looking area, sometimes revealing danger if the light goes out. This method of using the jar is also a good way to spring traps that are triggered by the presence of living things.
</RulesElement>

<RulesElement name="Manacles, iron" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-25" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Manacles, iron
Category: Gear
Weight: 2 lbs
Price: 10 gp
Description: When you put these shackles on a helpless or otherwise incapacitated creature, that creature is restrained until it escapes or is freed. </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
When you put these shackles on a helpless or otherwise incapacitated creature, that creature is restrained until it escapes or is freed. The Acrobatics check to escape from these restraints is against a hard DC of the creature's level. The Strength check to break the manacles is against a DC that depends on the quality of the manacles, whether iron (DC 24) or adamantine (DC 31).
</RulesElement>

<RulesElement name="Map Case" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-26" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Map Case
Category: Gear
Weight: 2 lbs
Price: 15 gp
Description: This waterproof leather tube can be unrolled to form a writing surface. The maps you make with the tools inside, which include parchment, charcoal, ink, and strings with distance markings, can be sold to others interested in your discoveries.</specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 15 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This waterproof leather tube can be unrolled to form a writing surface. The maps you make with the tools inside, which include parchment, charcoal, ink, and strings with distance markings, can be sold to others interested in your discoveries.
</RulesElement>

<RulesElement name="Miner's Helmet" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-27" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Miner's Helmet
Category: Gear
Weight: 3 lbs
Price: 10 gp
Description: You can attach a lantern, a sunrod, or some other lighting device to the forehead reflector of this headgear to provide hands-free illumination. </specific>
      <specific name="Weight"> 3 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
You can attach a lantern, a sunrod, or some other lighting device to the forehead reflector of this headgear to provide hands-free illumination.
</RulesElement>

<RulesElement name="Regalia" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-28" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Regalia
Category: Gear
Weight: 6 lbs
Price: 100 gp
Description: Wearing regalia gives you, in social situations where appearances and wealth matter, the upper hand. </specific>
      <specific name="Weight"> 6 </specific>
      <specific name="Gold"> 100 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
In social situations where appearances and wealth matter, wearing regalia gives you a +2 bonus to Bluff, Diplomacy, and Intimidate checks.
</RulesElement>

<RulesElement name="Sack" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-29" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Sack
Category: Gear
Weight: 1 lbs
Price: 1 gp
Description: You can carry up to 100 pounds in one of these leather or canvas drawstring bags. </specific>
      <specific name="Weight"> 1 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 2 </specific>
      <specific name="_Monster" />
You can carry up to 100 pounds in one of these leather or canvas drawstring bags. 
</RulesElement>

<RulesElement name="Snares" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-30" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Snares
Category: Gear
Weight: 4 lbs
Price: 5 gp
Description: When you use these baited tripwire traps, you gain a +2 bonus to Nature checks or Dungeoneering checks to forage, but each check requires 2 hours instead of 1 hour.  </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 5 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
When you use these baited tripwire traps, you gain a +2 bonus to Nature checks or Dungeoneering checks to forage, but each check requires 2 hours instead of 1 hour. 
</RulesElement>

<RulesElement name="Signal Ammunition" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-31" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Signal Ammunition
Category: Gear
Weight: 5 lbs
Price: 15 gp
Description: These arrows, sling bullets, or crossbow bolts incorporate sunrod materials that ignite when the ammunition is fired, and are useful for coordinating maneuvers or Signaling for help.  </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 15 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
These arrows, sling bullets, or crossbow bolts incorporate sunrod materials that ignite when the ammunition is fired, and are useful for coordinating maneuvers or Signaling for help. 
</RulesElement>

<RulesElement name="Surveyor's Gear" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-32" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Surveyor's Gear
Category: Gear
Weight: 5 lbs
Price: 15 gp
Description: With this plumb line, measuring chain with pins, and slate for recording notes, you gain a +2 bonus to Perception checks to search for secret doors or hidden rooms, but using the gear takes at least 5 minutes. </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 15 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
With this plumb line, measuring chain with pins, and slate for recording notes, you gain a +2 bonus to Perception checks to search for secret doors or hidden rooms, but using the gear takes at least 5 minutes. 
</RulesElement>

<RulesElement name="Ten-Foot Pole" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-33" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Ten-Foot Pole
Category: Gear
Weight: 8 lbs
Price: 1 gp
Description: Prodding dangerous-looking things with a ten-foot pole lets you trigger many traps from the safety of 2 squares away. </specific>
      <specific name="Weight"> 8 </specific>
      <specific name="Gold"> 1 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Prodding dangerous-looking things with a ten-foot pole lets you trigger many traps from the safety of 2 squares away. 
</RulesElement>

<RulesElement name="Writing Case" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-34" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Writing Case
Category: Gear
Weight: 2 lbs
Price: 10 gp
Description: This leather case holds a blank journal, loose sheets of parchment, an ink stone and ink brushes, a blotter, quills, and penknives. </specific>
      <specific name="Weight"> 2 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This leather case holds a blank journal, loose sheets of parchment, an ink stone and ink brushes, a blotter, quills, and penknives.
</RulesElement>

<RulesElement name="Disguise Kit" type="Gear" internal-id="ID_FMP_GEAR_97" source="Dragon Magazine 373,Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Disguise Kit
Category: Gear
Weight: 5 lbs
Price: 30 gp
Description: Using these cosmetics and prosthetics gives you a +2 bonus to Bluff checks to pass off your disguises. </specific>
      <specific name="Weight"> 5 </specific>
      <specific name="Gold"> 30 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
Using these cosmetics and prosthetics gives you a +2 bonus to Bluff checks to pass off your disguises.
</RulesElement>

<RulesElement name="Charlatan's Kit" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-40" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Charlatan's Kit
Category: Gear
Weight: 13 lbs
Price: 136 gp
Description: This kit includes caltrops, a crook-eye, disguise kit, gambler's gear, gambling cheats, and a glass cutter. Many purchasers supplement this kit with goodnight tincture. </specific>
      <specific name="Weight"> 13 </specific>
      <specific name="Gold"> 136 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This kit includes caltrops, a crook-eye, disguise kit, gambler's gear, gambling cheats, and a glass cutter. Many purchasers supplement this kit with goodnight tincture.
</RulesElement>

<RulesElement name="Delver's Kit" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-41" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Delver's Kit
Category: Gear
Weight: 28 lbs
Price: 40 gp
Description: This kit includes a crowbar, ten iron spikes, iron manacles, a miner's helmet, two sacks, surveyor's gear, and a ten-foot pole. Many purchasers supplement this kit with cIinging essence of fire. </specific>
      <specific name="Weight"> 28 </specific>
      <specific name="Gold"> 40 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This kit includes a crowbar, ten iron spikes, iron manacles, a miner's helmet, two sacks, surveyor's gear, and a ten-foot pole. Many purchasers supplement this kit with cIinging essence of fire.
</RulesElement>

<RulesElement name="Devotee's Kit" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-42" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Devotee's Kit
Category: Gear
Weight: 14 lbs
Price: 146 gp
Description: This kit includes two candle clocks, chalk and slate, chirurgeon's tools, a doctrinal book, and regalia. Many purchasers supplement this kit with holy water. </specific>
      <specific name="Weight"> 14 </specific>
      <specific name="Gold"> 146 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This kit includes two candle clocks, chalk and slate, chirurgeon's tools, a doctrinal book, and regalia. Many purchasers supplement this kit with holy water.
</RulesElement>

<RulesElement name="Sage's Kit" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-43" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Sage's Kit
Category: Gear
Weight: 12 lbs
Price: 135 gp
Description: This kit includes a bestiary, a hidden item compartment, investigation gear, iron filings and lodestone, a jar of glowworms, and a writing case. Many purchasers supplement this kit with tracking dust. </specific>
      <specific name="Weight"> 12 </specific>
      <specific name="Gold"> 135 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This kit includes a bestiary, a hidden item compartment, investigation gear, iron filings and lodestone, a jar of glowworms, and a writing case. Many purchasers supplement this kit with tracking dust.
</RulesElement>

<RulesElement name="Traveler's Kit" type="Gear" internal-id="ID_TIV_GEAR_MORDS_MAG_EMP_10-44" source="Mordenkainen's Magnificent Emporium">
      <specific name="Full Text"> Traveler's Kit
Category: Gear
Weight: 20 lbs
Price: 50 gp
Description: This kit includes camouflaged clothing, cold-weather clothing, desert clothing, a map case, five pieces of Signal ammunition, and snares. Many purchasers supplement this kit with icening. </specific>
      <specific name="Weight"> 20 </specific>
      <specific name="Gold"> 50 </specific>
      <specific name="Silver"/>
      <specific name="Copper" />
      <specific name="Category"> Gear </specific>
      <specific name="_RelatedElement" />
      <specific name="count"> 1 </specific>
      <specific name="_Monster" />
This kit includes camouflaged clothing, cold-weather clothing, desert clothing, a map case, five pieces of Signal ammunition, and snares. Many purchasers supplement this kit with icening. 
</RulesElement>
<RulesElement name="Heavy war pick" type="Weapon" internal-id="ID_FMP_WEAPON_54" source="Adventurer&apos;s Vault,Mordenkainen's Magnificent Emporium" >
      <Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_PROPERTY_4,ID_FMP_WEAPON_PROPERTY_8,ID_FMP_WEAPON_GROUP_13,ID_INTERNAL_CATEGORY_TWO-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Heavy war pick
Military two-handed melee weapon
Cost: 20 gp
Damage: 1d12
Proficient: +2
Range: -
Weight: 8 lb.

This larger version of the light war pick delivers devastating strikes.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
A Small character such as a halfling must use a versatile weapon two-handed, and doesn&apos;t deal extra damage.).
Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for instance, even though halflings can't normally wield two-handed weapons.

Group: 
Pick (Weighted toward the top like a mace or an axe, a pick has a long, pointed head made to pierce and create deep wounds.). </specific>
      <specific name="Weight"> 8 </specific>
      <specific name="Gold"> 20 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d12 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Military Melee </specific>
      <specific name="Hands Required"> Two-Handed </specific>
      <specific name="Item Slot"> Two-Hands </specific>
      <specific name="Group"> Pick </specific>
      <specific name="Properties"> High Crit, Small </specific>
This larger version of the light war pick delivers devastating strikes.
   </RulesElement>
<RulesElement name="Light war pick" type="Weapon" internal-id="ID_FMP_WEAPON_51" source="Adventurer&apos;s Vault,Mordenkainen's Magnificent Emporium">
      <Category> ID_FMP_WEAPON_PROPERTY_1,ID_FMP_WEAPON_PROPERTY_4,ID_FMP_WEAPON_PROPERTY_8,ID_FMP_WEAPON_GROUP_13,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> Light war pick
Military one-handed melee weapon
Cost: 10 gp
Damage: 1d6
Proficient: +2
Range: -
Weight: 4 lb.

This smaller version of the war pick is suitable as an off-hand weapon.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for instance, even though halflings can't normally wield two-handed weapons.

Group: 
Pick (Weighted toward the top like a mace or an axe, a pick has a long, pointed head made to pierce and create deep wounds.). </specific>
      <specific name="Weight"> 4 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d6 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Military Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Pick </specific>
      <specific name="Properties"> High Crit, Off-hand, Small </specific>
This smaller version of the war pick is suitable as an off-hand weapon.
   </RulesElement>
<RulesElement name="War Pick" type="Weapon" internal-id="ID_FMP_WEAPON_17" source="Player&apos;s Handbook,Mordenkainen's Magnificent Emporium">
      <Category> ID_INTERNAL_CATEGORY_ONE-HAND,ID_FMP_WEAPON_PROPERTY_2,ID_FMP_WEAPON_PROPERTY_4,ID_FMP_WEAPON_PROPERTY_8,ID_FMP_WEAPON_GROUP_13,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
      <specific name="Full Text"> War Pick
Military one-handed melee weapon
Cost: 15 gp
Damage: 1d8
Proficient: +2
Weight: 6 lb.

Properties: 
High Crit (A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.).
Small (This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can&apos;t normally use two-handed weapons.).
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon.
A Small character such as a halfling must use a versatile weapon two-handed, and doesn&apos;t deal extra damage.).

Group: 
Pick (Weighted toward the top like a mace or an axe, a pick has a long, pointed head made to pierce and create deep wounds.). </specific>
      <specific name="Weight"> 6 </specific>
      <specific name="Gold"> 15 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Military Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> One-hand </specific>
      <specific name="Group"> Pick </specific>
      <specific name="Properties"> High Crit, Small, Versatile </specific>
   </RulesElement>
   
 




 
<!-- Heroes of the Feywild --> 
<RulesElement name="Cockatrice venom" type="Gear" internal-id="ID_FMP_GEAR_201" source="Heroes of the Feywild">
    <specific name="Full Text"> Cockatrice venom
Category: Gear
Price: 100 gp 
Weight: 1/10 lb
Description: Organic materials coated in cockatrice venom slowly turn to stone over the course of 4 hours. One dose is enough to turn a single, handheld object to stone.
	Creatures in contact with the venom do not fully turn to stone, but the venom does petrify the surface area of a creature's body that comes into contact with it, giving that area a stone-like appearance for a few minutes. Potters, sculptors, and other artisans who need to quickly set their work into a permanent state often use the venom. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 100 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Organic materials coated in cockatrice venom slowly turn to stone over the course of 4 hours. One dose is enough to turn a single, handheld object to stone.
	Creatures in contact with the venom do not fully turn to stone, but the venom does petrify the surface area of a creature's body that comes into contact with it, giving that area a stone-like appearance for a few minutes. Potters, sculptors, and other artisans who need to quickly set their work into a permanent state often use the venom.
</RulesElement>

<RulesElement name="Cold Iron Shackles" type="Gear" internal-id="ID_FMP_GEAR_202" source="Heroes of the Feywild">
    <specific name="Full Text"> Cold Iron Shackles
Category: Gear
Price: 30 gp 
Weight: 10 lb
Description: Cold iron is anathema to fey, and such a creature imprisoned within these shackles cannot teleport. Otherwise, these shackles function like any other. </specific>
    <specific name="Weight"> 10 </specific>
    <specific name="Gold"> 30 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Cold iron is anathema to fey, and such a creature imprisoned within these shackles cannot teleport. Otherwise, these shackles function like any other.
</RulesElement>

<RulesElement name="Cold Iron Shavings, 1 bag" type="Gear" internal-id="ID_FMP_GEAR_203" source="Heroes of the Feywild">
    <specific name="Full Text"> Cold iron shavings, 1 bag
Category: Gear
Price: 50 gp 
Weight: 1 lb
Description: Fey creatures cannot abide contact with cold iron, and they will not touch any item placed in a bag filled with cold iron shavings. Used as part of the Magic Circle ritual, cold iron shavings can prevent fey creatures from crossing the perimeter of the circle. Each bag contains enough cold iron shavings for the creation of a single circle, and if used as a part of that ritual, lessens the penalty to the Arcana check from -10 to -5 to determine the level of creatures that cannot pass through the circle. </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 50 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Fey creatures cannot abide contact with cold iron, and they will not touch any item placed in a bag filled with cold iron shavings. Used as part of the Magic Circle ritual, cold iron shavings can prevent fey creatures from crossing the perimeter of the circle. Each bag contains enough cold iron shavings for the creation of a single circle, and if used as a part of that ritual, lessens the penalty to the Arcana check from -10 to -5 to determine the level of creatures that cannot pass through the circle.
</RulesElement>

<RulesElement name="Doppelganger Mask" type="Gear" internal-id="ID_FMP_GEAR_204" source="Heroes of the Feywild">
    <specific name="Full Text"> Doppelganger Mask
Category: Gear
Price: 250 gp 
Weight: 1 lb
Description: Gnome artists excel at crafting duplicates of creatures' faces and making them into masks. Not actually magical in construction, a doppelganger mask is so well crafted that it makes its wearer resemble one particular creature, usually as designated by the artist's patron. One of these masks attaches tightly to the face of any creature that dons it, allowing the wearer to perfectly adopt the features of the creature that the mask depicts. A creature wearing a doppelganger mask gains a +5 bonus to Bluff checks to disguise itself as the kind of creature the mask depicts, as long as the wearer's body generally resembles that of such a creature.
	A doppelganger mask tears apart when removed from the face, so each can be used only once. Spies and members of the Unseelie underworld often use them, and some masks make their way to criminal organizations in the natural world. </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 250 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Gnome artists excel at crafting duplicates of creatures' faces and making them into masks. Not actually magical in construction, a doppelganger mask is so well crafted that it makes its wearer resemble one particular creature, usually as designated by the artist's patron. One of these masks attaches tightly to the face of any creature that dons it, allowing the wearer to perfectly adopt the features of the creature that the mask depicts. A creature wearing a doppelganger mask gains a +5 bonus to Bluff checks to disguise itself as the kind of creature the mask depicts, as long as the wearer's body generally resembles that of such a creature.
	A doppelganger mask tears apart when removed from the face, so each can be used only once. Spies and members of the Unseelie underworld often use them, and some masks make their way to criminal organizations in the natural world.
</RulesElement>

<RulesElement name="Faerie Puppet" type="Gear" internal-id="ID_FMP_GEAR_205" source="Heroes of the Feywild">
    <specific name="Full Text"> Faerie Puppet
Category: Gear
Price: 2 gp 
Weight: 1/2 lb
Description: This small fey animate, usually made of wood or cloth, is designed to entertain eladrin children. As with an ordinary puppet, its controller begins moving it by manipulating it with strings. Thereafter, a minor enchantment allows the puppet to continue to move on its own after the puppeteer releases the strings. If the puppet encounters blocking terrain, it randomly turns left or right and continues in the new direction. It does not stop until a creature within 5 squares of it commands it to do so in Elven. </specific>
    <specific name="Weight"> 1/2 </specific>
    <specific name="Gold"> 2 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
This small fey animate, usually made of wood or cloth, is designed to entertain eladrin children. As with an ordinary puppet, its controller begins moving it by manipulating it with strings. Thereafter, a minor enchantment allows the puppet to continue to move on its own after the puppeteer releases the strings. If the puppet encounters blocking terrain, it randomly turns left or right and continues in the new direction. It does not stop until a creature within 5 squares of it commands it to do so in Elven.
</RulesElement>

<RulesElement name="False Path Stones, 1 bag" type="Gear" internal-id="ID_FMP_GEAR_206" source="Heroes of the Feywild">
    <specific name="Full Text"> False Path Stones, 1 bag
Category: Gear
Price: 200 gp 
Weight: 2 lb
Description: Devious creatures that want to bait unwitting mortals into entering the Feywild for the first time use these tiny, charmed stones to cruel effect. When a creature takes a few stones from the bag and places them on the ground, a small gravel path springs up that looks like a well-traveled route leading in whatever direction the creature chooses. Once a route has been started, the stones in a bag can be used only for that route, and the rest of them must be laid continually. The path can be up to 5 miles long, provided the creature blazing the trail walks the entire distance, dropping the rest of the stones from time to time along the way. The path lasts for a day before it disappears; the area it described returns to the state it was in before the stones were used, and the stones become like any other ordinary rocks scattered in the wilderness.
	Scouts in the wild use false path stones to create simple roads that make travel easier for those following behind them. </specific>
    <specific name="Weight"> 2 </specific>
    <specific name="Gold"> 200 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Devious creatures that want to bait unwitting mortals into entering the Feywild for the first time use these tiny, charmed stones to cruel effect. When a creature takes a few stones from the bag and places them on the ground, a small gravel path springs up that looks like a well-traveled route leading in whatever direction the creature chooses. Once a route has been started, the stones in a bag can be used only for that route, and the rest of them must be laid continually. The path can be up to 5 miles long, provided the creature blazing the trail walks the entire distance, dropping the rest of the stones from time to time along the way. The path lasts for a day before it disappears; the area it described returns to the state it was in before the stones were used, and the stones become like any other ordinary rocks scattered in the wilderness.
	Scouts in the wild use false path stones to create simple roads that make travel easier for those following behind them.
</RulesElement>

<RulesElement name="Feywine Raisin" type="Gear" internal-id="ID_FMP_GEAR_207" source="Heroes of the Feywild">
    <specific name="Full Text"> Feywine Raisin
Category: Gear
Price: 15 gp 
Description: Grapes grown in the Feywild are so lush that even when they are dried and made into raisins, the raisins retain most of the grapes' essence and potential. When a feywine raisin is stirred into a goblet of water, the raisin dissolves and the mixture instantly ferments, creating wine. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 15 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Grapes grown in the Feywild are so lush that even when they are dried and made into raisins, the raisins retain most of the grapes' essence and potential. When a feywine raisin is stirred into a goblet of water, the raisin dissolves and the mixture instantly ferments, creating wine.
</RulesElement>

<RulesElement name="Flower of the Dawn" type="Gear" internal-id="ID_FMP_GEAR_208" source="Heroes of the Feywild">
    <specific name="Full Text"> Flower of the Dawn
Category: Gear
Price: 25 gp 
Description: Found only near the Maze of Fathaghn, this rare flower emits a fragrance that instantly awakens a sleeping creature, even one in an enchanted slumber, as long as the enchantment was meant to last no longer than a day. The flower must be placed near the sleeper's nose and pinched (a minor action) to release the fragrance. This act destroys the blossom and awakens the sleeper. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Found only near the Maze of Fathaghn, this rare flower emits a fragrance that instantly awakens a sleeping creature, even one in an enchanted slumber, as long as the enchantment was meant to last no longer than a day. The flower must be placed near the sleeper's nose and pinched (a minor action) to release the fragrance. This act destroys the blossom and awakens the sleeper.
</RulesElement>

<RulesElement name="Flowers of the Summer Queen's Gown" type="Gear" internal-id="ID_FMP_GEAR_209" source="Heroes of the Feywild">
    <specific name="Full Text"> Flowers of the Summer Queen's Gown
Category: Gear
Price: 65 gp 
Description: As Queen Tiandra treads through Senaliesse, summer flowers bloom wherever the long train of her gossamer gown sweeps the ground. A flower brought to life in this manner blooms eternal in the Feywild, and its beauty never fades. Wherever the seeds of these flowers are scattered, even the hardest barren ground or frozen tundra blooms anew with flowers for one day. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 65 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
As Queen Tiandra treads through Senaliesse, summer flowers bloom wherever the long train of her gossamer gown sweeps the ground. A flower brought to life in this manner blooms eternal in the Feywild, and its beauty never fades. Wherever the seeds of these flowers are scattered, even the hardest barren ground or frozen tundra blooms anew with flowers for one day.
</RulesElement>
  <RulesElement name="Frozen Tears" type="Gear" internal-id="ID_FMP_GEAR_210" source="Heroes of the Feywild">
    <specific name="Full Text"> Frozen Tears
Category: Gear
Price: 25 gp 
Weight: 1/2 lb
Description: Many icicles hang from the Prince of Frost's Fortress of Frozen Tears. These icicles, known themselves as frozen tears, are said to be sorrow made manifest. Even when they carried away from the prince's demesne in the Vale of the Long Night, frozen tears do not melt, instead chilling any object or creature in contact with them. Although they aren't cold enough to cause damage, frozen tears are fervently sought by Feywild merchants, who use them to keep perishable goods chilled during transport-a handy trick for bringing specialized food and drink to the courts to satisfy the refined appetites of the archfey. </specific>
    <specific name="Weight"> 1/2 </specific>
    <specific name="Gold"> 25 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Many icicles hang from the Prince of Frost's Fortress of Frozen Tears. These icicles, known themselves as frozen tears, are said to be sorrow made manifest. Even when they carried away from the prince's demesne in the Vale of the Long Night, frozen tears do not melt, instead chilling any object or creature in contact with them. Although they aren't cold enough to cause damage, frozen tears are fervently sought by Feywild merchants, who use them to keep perishable goods chilled during transport-a handy trick for bringing specialized food and drink to the courts to satisfy the refined appetites of the archfey.
</RulesElement>

<RulesElement name="Gray Rain Cloak" type="Gear" internal-id="ID_FMP_GEAR_211" source="Heroes of the Feywild">
    <specific name="Full Text"> Gray Rain Cloak
Category: Gear
Price: 20 gp 
Weight: 3 lb
Description: A garment of this sort, made from the substance of a rainy Feywild afternoon, is created through the performance of a minor ritual. The garment looks and feels like a normal wool cloak, except that it keeps its wearer completely dry in the rain. When the cloak is spread out on the ground, it becomes a puddle of pure rainwater. You can turn the pool back into a cloak again by grabbing the water (a minor action), or water can be taken from the pool using a cup or a similar vessel. Doing so gradually uses up the cloak's material, making it shorter every time it reverts to a garment, until nothing is left of it after 2 gallons of its water are consumed. </specific>
    <specific name="Weight"> 3 </specific>
    <specific name="Gold"> 20 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
A garment of this sort, made from the substance of a rainy Feywild afternoon, is created through the performance of a minor ritual. The garment looks and feels like a normal wool cloak, except that it keeps its wearer completely dry in the rain. When the cloak is spread out on the ground, it becomes a puddle of pure rainwater. You can turn the pool back into a cloak again by grabbing the water (a minor action), or water can be taken from the pool using a cup or a similar vessel. Doing so gradually uses up the cloak's material, making it shorter every time it reverts to a garment, until nothing is left of it after 2 gallons of its water are consumed.
</RulesElement>

<RulesElement name="Hair of Fairy Hues" type="Gear" internal-id="ID_FMP_GEAR_212" source="Heroes of the Feywild">
    <specific name="Full Text"> Hair of Fairy Hues
Category: Gear
Price: 5 gp 
Description: Courting eladrin sometimes apply a mixture of pixie dust and larkspur to their fine, silky hair, changing it to a new, vibrant hue. Spies from the Court of Stars or the Unseelie underworld often use such a concoction as part of a quick disguise, and the elders of eladrin royal houses use it to complement their rich fashions and contribute to their striking appearances. Some wild fey add a shapechanger's eyelash to the mixture, causing their hair to change color every seventh heartbeat.
	A single dose of one of these mixtures, collectively called the hair of fairy hues, can instantly alter the hair color of any individual. The new color lasts until the hair is washed in a still pond beneath the light of the moon, or until the hair grows out. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Courting eladrin sometimes apply a mixture of pixie dust and larkspur to their fine, silky hair, changing it to a new, vibrant hue. Spies from the Court of Stars or the Unseelie underworld often use such a concoction as part of a quick disguise, and the elders of eladrin royal houses use it to complement their rich fashions and contribute to their striking appearances. Some wild fey add a shapechanger's eyelash to the mixture, causing their hair to change color every seventh heartbeat.
	A single dose of one of these mixtures, collectively called the hair of fairy hues, can instantly alter the hair color of any individual. The new color lasts until the hair is washed in a still pond beneath the light of the moon, or until the hair grows out.
</RulesElement>

<RulesElement name="Night's Mantle" type="Gear" internal-id="ID_FMP_GEAR_213" source="Heroes of the Feywild">
    <specific name="Full Text"> Night's Mantle
Category: Gear
Price: 1,000 gp 
Weight: 4 lb
Description: This gauzy black cloth, woven by the gloaming fey, is spangled with star designs. When its wearer waves it in the air (a minor action) on a cloudy night, the clouds above in a half-mile radius drift away to expose the night sky for one hour. </specific>
    <specific name="Weight"> 4 </specific>
    <specific name="Gold"> 1000 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
This gauzy black cloth, woven by the gloaming fey, is spangled with star designs. When its wearer waves it in the air (a minor action) on a cloudy night, the clouds above in a half-mile radius drift away to expose the night sky for one hour.
</RulesElement>

<RulesElement name="Pixie Music Box" type="Gear" internal-id="ID_FMP_GEAR_214" source="Heroes of the Feywild">
    <specific name="Full Text"> Pixie Music Box
Category: Gear
Price: 50 gp 
Description: This "box" appears to be an acorn shell. When the shell is opened, a childlike chorus of pixie voices sounds from within it for the next six hours, drifting gently on the wind. At the end of that time, the pixie music stops, leaving only a plain, hollow acorn. While the music is sounding, natural beasts won't approach or attack anyone in the sound's area (a 20-square radius), heeding the pixies' beautiful song and staying away out of respect for those magical creatures. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 50 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
This "box" appears to be an acorn shell. When the shell is opened, a childlike chorus of pixie voices sounds from within it for the next six hours, drifting gently on the wind. At the end of that time, the pixie music stops, leaving only a plain, hollow acorn. While the music is sounding, natural beasts won't approach or attack anyone in the sound's area (a 20-square radius), heeding the pixies' beautiful song and staying away out of respect for those magical creatures.
</RulesElement>

<RulesElement name="Rain Stick" type="Gear" internal-id="ID_FMP_GEAR_215" source="Heroes of the Feywild">
    <specific name="Full Text"> Rain Stick
Category: Gear
Price: 150 gp 
Weight: 1 lb
Description: Rain sticks are crafted from tree branches by dryads, hags, and other fey in the wilderness. When a creature breaks a rain stick, the act creates a sudden downpour of rain in a half-mile radius that lasts up to one hour. If a stick is broken indoors or underground, the downpour occurs outside, centered above the location where the stick was broken. </specific>
    <specific name="Weight"> 1 </specific>
    <specific name="Gold"> 150 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Rain sticks are crafted from tree branches by dryads, hags, and other fey in the wilderness. When a creature breaks a rain stick, the act creates a sudden downpour of rain in a half-mile radius that lasts up to one hour. If a stick is broken indoors or underground, the downpour occurs outside, centered above the location where the stick was broken.
</RulesElement>

<RulesElement name="Screaming Scarecrow" type="Gear" internal-id="ID_FMP_GEAR_216" source="Heroes of the Feywild">
    <specific name="Full Text"> Screaming Scarecrow
Category: Gear
Price: 50 gp 
Weight: 15 lb
Description: Although hags originally created scarecrows, gnomes stole the idea and adapted it to their purposes. When a creature within 4 squares of a screaming scarecrow triggers a condition that was set when the scarecrow is placed (such as "a creature passes through the area without saying a password," or "a human enters the area"), the scarecrow begins to scream. When this happens, any other screaming scarecrow within 50 feet of it also begins to scream.
	If a creature attempts to use Stealth to bypass a screaming scarecrow, the scarecrow uses the passive Perception of the creature that placed it, with a +10 bonus. Many fey use screaming scarecrows as an efficient alarm system. </specific>
    <specific name="Weight"> 15 </specific>
    <specific name="Gold"> 50 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Although hags originally created scarecrows, gnomes stole the idea and adapted it to their purposes. When a creature within 4 squares of a screaming scarecrow triggers a condition that was set when the scarecrow is placed (such as "a creature passes through the area without saying a password," or "a human enters the area"), the scarecrow begins to scream. When this happens, any other screaming scarecrow within 50 feet of it also begins to scream.
	If a creature attempts to use Stealth to bypass a screaming scarecrow, the scarecrow uses the passive Perception of the creature that placed it, with a +10 bonus. Many fey use screaming scarecrows as an efficient alarm system.
</RulesElement>

<RulesElement name="Senaliesse Chrysanthemum" type="Gear" internal-id="ID_FMP_GEAR_217" source="Heroes of the Feywild">
    <specific name="Full Text"> Senaliesse Chrysanthemum
Category: Gear
Price: 10 gp 
Description: Denizens of the enchanted forest beneath the Summer Queen's demesne of Senaliesse sometimes befriend petitioners that are on a journey to the Court of Stars. The fey reward the visitors with chrysanthemums, marking the travelers as friends of the fey. The gift also offers a degree of protection; mischievous fey such as gnomes, nymphs, and pixies refrain from tricking or tempting those who bear such a flower, which remains a beautiful bloom until the bearer leaves the Feywild. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Denizens of the enchanted forest beneath the Summer Queen's demesne of Senaliesse sometimes befriend petitioners that are on a journey to the Court of Stars. The fey reward the visitors with chrysanthemums, marking the travelers as friends of the fey. The gift also offers a degree of protection; mischievous fey such as gnomes, nymphs, and pixies refrain from tricking or tempting those who bear such a flower, which remains a beautiful bloom until the bearer leaves the Feywild.
</RulesElement>

<RulesElement name="Snake Oil" type="Gear" internal-id="ID_FMP_GEAR_218" source="Heroes of the Feywild">
    <specific name="Full Text"> Snake Oil
Category: Gear
Price: 500 gp 
Weight: 1/10 lb
Description: Harvested from the water snakes native to the coral reefs near Astrazalian, snake oil applied to aching joints and wrinkled flesh can rejuvenate an aging body. After a treatment of snake oil, the treated skin peels away from the body, leaving behind soft, smooth flesh. Full-body treatments of snake oil have been known to reverse the cosmetic effects of the aging process, removing an entire year of wear from the body with each treatment. The cost of doing so is a reasonable option only for the wealthy. Even though the treatment removes the physical effects of aging on the skin, as well as some of the associated aches and pains, all other bodily processes continue to age normally. Death cannot be put off by using snake oil, a fact seldom conveyed by those who sell it. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 500 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Harvested from the water snakes native to the coral reefs near Astrazalian, snake oil applied to aching joints and wrinkled flesh can rejuvenate an aging body. After a treatment of snake oil, the treated skin peels away from the body, leaving behind soft, smooth flesh. Full-body treatments of snake oil have been known to reverse the cosmetic effects of the aging process, removing an entire year of wear from the body with each treatment. The cost of doing so is a reasonable option only for the wealthy. Even though the treatment removes the physical effects of aging on the skin, as well as some of the associated aches and pains, all other bodily processes continue to age normally. Death cannot be put off by using snake oil, a fact seldom conveyed by those who sell it.
</RulesElement>

<RulesElement name="Spiderweb Dream Net" type="Gear" internal-id="ID_FMP_GEAR_219" source="Heroes of the Feywild">
    <specific name="Full Text"> Spiderweb Dream Net
Category: Gear
Price: 30 gp 
Description: Made from strands of fey spider silk, a spiderweb dream net is used to capture dreams for varied uses. While a creature sleeps, the net is placed over it, and the creature's dreams are absorbed into the net's filaments. When the creature awakens, the net can be boiled in a cauldron or other large vessel. The trapped dreams evaporate into steam that rises in wispy shapes, playing out the events of the dream for any to view.
	Instead of boiling a net that has captured one creature's dreams in this manner, the user of the net can cut it into small sections and consume a portion to experience the captured dreams directly, allowing the viewer to experience the same set of dreams over time. A dream experienced in this way is more intense and offers deeper insights about the dreamer. A dream that arises from a portion of a net being  consumed cannot be captured by another dream net. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 30 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Made from strands of fey spider silk, a spiderweb dream net is used to capture dreams for varied uses. While a creature sleeps, the net is placed over it, and the creature's dreams are absorbed into the net's filaments. When the creature awakens, the net can be boiled in a cauldron or other large vessel. The trapped dreams evaporate into steam that rises in wispy shapes, playing out the events of the dream for any to view.
	Instead of boiling a net that has captured one creature's dreams in this manner, the user of the net can cut it into small sections and consume a portion to experience the captured dreams directly, allowing the viewer to experience the same set of dreams over time. A dream experienced in this way is more intense and offers deeper insights about the dreamer. A dream that arises from a portion of a net being  consumed cannot be captured by another dream net.
</RulesElement>

<RulesElement name="Star-Indigo Seeds, 1 pouch" type="Gear" internal-id="ID_FMP_GEAR_220" source="Heroes of the Feywild">
    <specific name="Full Text"> Star-Indigo Seeds, 1 pouch
Category: Gear
Price: 5 gp 
Weight: 1/10 lb
Description: The star-indigo plant grows only in the wild fields of the Feywild. By day, the plant's flowers resemble those of any other vegetation. In the twilight just after sunset, its flowers glow slightly. At midnight, gazing down on a field of star-indigo plants is like looking at the night sky in reverse, as its flowers shine  as brightly as the stars. Feywild creatures often arrange star-indigo seeds in symbols and messages that can be seen only in the dark of night. Dyes made from star-indigo plants pass their nocturnal glowing quality to clothing and ink, and an object colored with these dyes emits light equivalent to  that of a candle. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
The star-indigo plant grows only in the wild fields of the Feywild. By day, the plant's flowers resemble those of any other vegetation. In the twilight just after sunset, its flowers glow slightly. At midnight, gazing down on a field of star-indigo plants is like looking at the night sky in reverse, as its flowers shine  as brightly as the stars. Feywild creatures often arrange star-indigo seeds in symbols and messages that can be seen only in the dark of night. Dyes made from star-indigo plants pass their nocturnal glowing quality to clothing and ink, and an object colored with these dyes emits light equivalent to  that of a candle.
</RulesElement>

<RulesElement name="Sweetheart's Confection" type="Gear" internal-id="ID_FMP_GEAR_221" source="Heroes of the Feywild">
    <specific name="Full Text"> Sweetheart's Confection
Category: Gear
Price: 10 gp 
Description: Gnomes employed by the eladrin archfey known as the Prince of Hearts make this heart-shaped confection. It is split into two halves and shared between lovers right before they part company for a time. Until they next meet, the lovers share an emotional bond, each vaguely sensing the other's emotions. Each can sense when the other is in peril, though the link doesn't reveal precise details of the situation. </specific>
    <specific name="Weight"> - </specific>
    <specific name="Gold"> 10 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
Gnomes employed by the eladrin archfey known as the Prince of Hearts make this heart-shaped confection. It is split into two halves and shared between lovers right before they part company for a time. Until they next meet, the lovers share an emotional bond, each vaguely sensing the other's emotions. Each can sense when the other is in peril, though the link doesn't reveal precise details of the situation.
</RulesElement>

<RulesElement name="Wolfsbane" type="Gear" internal-id="ID_FMP_GEAR_222" source="Heroes of the Feywild">
    <specific name="Full Text"> Wolfsbane
Category: Gear
Price: 5 gp 
Weight: 1/10 lb
Description: A flowering plant found both in the natural world and the Feywild, wolfsbane is a key ingredient in a number of potions and alchemical formulas associated with warding off or harming lycanthropes. Wolfsbane is dangerous to handle, because it is poisonous to humanoids in sufficient quantities. A bundle of wolfsbane is usually enough to keep at bay a lycanthrope that lacks serious resolve; lycanthropes find its smell sickening, and though it cannot truly harm them, most go out of their way to avoid it.
	As a poison, wolfsbane has the same effect as ground thassil root (Dungeon Master's Guide, page 51). Lycanthropes experience a feeling of discomfort when within 30 feet of a bundle of wolfsbane, and any lycanthrope with a Fortitude of 17 or lower cannot willingly enter a square adjacent to a bundle of wolfsbane. </specific>
    <specific name="Weight"> 1/10 </specific>
    <specific name="Gold"> 5 </specific>
    <specific name="Category"> Gear </specific>
    <specific name="count"> 1 </specific>
A flowering plant found both in the natural world and the Feywild, wolfsbane is a key ingredient in a number of potions and alchemical formulas associated with warding off or harming lycanthropes. Wolfsbane is dangerous to handle, because it is poisonous to humanoids in sufficient quantities. A bundle of wolfsbane is usually enough to keep at bay a lycanthrope that lacks serious resolve; lycanthropes find its smell sickening, and though it cannot truly harm them, most go out of their way to avoid it.
	As a poison, wolfsbane has the same effect as ground thassil root (Dungeon Master's Guide, page 51). Lycanthropes experience a feeling of discomfort when within 30 feet of a bundle of wolfsbane, and any lycanthrope with a Fortitude of 17 or lower cannot willingly enter a square adjacent to a bundle of wolfsbane.
</RulesElement>





<!-- Dragon Magazine 405 --> 
<!-- Rituals --> 
<RulesElement name="Alarm" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-1" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 5 gp, plus a set of focuses </specific>
      <specific name="Duration"> 8 hours or until discharged </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Time"> 10 minutes </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound.
If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm.
The result of triggering the alarm depends on the type of alarm. When an audible alarm triggers, all creatures in the warded area that are capable of hearing can hear the ringing. If they are sleeping, the noise awakens them. When a mental alarm triggers, a mental ping alerts you of the intrusion and awakens you from sleep. In either case, the alarm informs you where the warded area was breached.
Focus: While holding a tiny bell (5 gp), you use a fine silver wire (5 gp) to scribe runes on the warded area's perimeter.

</RulesElement>

<RulesElement name="Scroll of Alarm" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_ALARM" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-1 </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Level"> 1 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Alarm.
</RulesElement>

<RulesElement name="Animate Rope" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-2" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 5 gp, a focus, and 1 healing surge </specific>
      <specific name="Duration"> 1 minute </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
The rope you use as the focus for this ritual gains the ability to move and to tie itself under your command. To command the rope, you must have line of sight and line of effect to it, and the rope must be within 20 squares of you. You can take a move action to command the rope to move, coil up, uncoil, and so forth. The rope has a speed of 6 and a climb speed of 6. As a standard action, you can command the rope to tie a knot, form a tied loop, and so forth. The animated rope cannot carry or pull any weight.

Focus: A rope of any length.

</RulesElement>

<RulesElement name="Scroll of Animate Rope" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_ANIMATE_ROPE" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-2 </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Level"> 2 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Animate Rope.
</RulesElement>

<RulesElement name="Breach Disguise" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-3" source="Dragon Magazine 405" >
      <specific name="Category"> Divination </specific>
      <specific name="Key Skill"> Arcana or Insight (no check) </specific>
      <specific name="Component Cost"> 50 gp </specific>
      <specific name="Duration"> 1 hour </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You grant yourself or an ally present during the ritual's performance the ability to discern when a creature appears as something other than what it truly is, such as when a creature is disguised with the deceptive veil power. The target can use Arcana instead of Insight to penetrate such deceptions and gains a +2 power bonus to any check made to see through them.

</RulesElement>

<RulesElement name="Scroll of Breach Disguise" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_BREACH_DISGUISE" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-3 </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Level"> 5 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Breach Disguise.
</RulesElement>

<RulesElement name="Calm Emotions" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-4" source="Dragon Magazine 405" >
      <specific name="Category"> Deception </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 2 healing surges </specific>
      <specific name="Duration"> 10 minutes or until discharged </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You perform this ritual while speaking. When you complete the ritual, nonhostile humanoid creatures within 5 squares of you, other than those you exclude from the ritual's effect, become calm and reasonable. The ritual grants a +2 power bonus to Bluff checks, Diplomacy checks, and Nature checks made against the affected creatures. If you roll initiative, the ritual's effect ends.

</RulesElement>

<RulesElement name="Scroll of Calm Emotions" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CALM_EMOTIONS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-4 </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Level"> 3 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Calm Emotions.
</RulesElement>

<RulesElement name="Change Self" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-5" source="Dragon Magazine 405" >
      <specific name="Category"> Deception </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 35 gp and 1 healing surge </specific>
      <specific name="Duration"> 1 hour (see below) </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You take on the appearance of a humanoid of your size. You can also alter the appearance of your clothing, armor, and equipment, all of which must remain present and maintain the same general shape. You retain your statistics in your new form. Creatures viewing or interacting with you can make an Insight check (DC 10 + your Arcana check modifier) to detect the deception.

Ritual Scroll: You can perform this ritual as a standard action if you do so from a scroll. If you do so, the ritual costs you 1 additional healing surge, and the DC to see through the deception is 5 + your Arcana check modifier.

</RulesElement>

<RulesElement name="Scroll of Change Self" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CHANGE_SELF" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-5 </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Level"> 6 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Change Self.
</RulesElement>

<RulesElement name="Continual Light" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-6" source="Dragon Magazine 405" >
      <specific name="Category"> Creation </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 20 gp or 1 healing surge </specific>
      <specific name="Duration"> 24 hours </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
One Medium or smaller object you touch sheds bright light in a 20-square radius for the ritual's duration. You or the creature holding the illuminated object can take a minor action to end the ritual's effect. 

Ritual Scroll: You can perform this ritual as a standard action if you do so from a scroll. If you do, the object sheds bright light in a 5-square radius.

</RulesElement>

<RulesElement name="Scroll of Continual Light" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_CONTINUAL_LIGHT" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-6 </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Level"> 2 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Continual Light.
</RulesElement>

<RulesElement name="Dancing Lights" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-7" source="Dragon Magazine 405" >
      <specific name="Category"> Creation </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 10 gp or 1 healing surge </specific>
      <specific name="Duration"> 1 minute </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You create up to four floating orbs of light, or one light of vaguely humanoid shape. These lights can be of any color. Each orb sheds bright light in a 2-square radius; a humanoid-shaped light sheds dim light in a 2-square radius.

Each light has a fly speed of 10. Whenever you use a move action to move, you can move all the lights as part of that action. You can also use a minor action to move all your lights up to their speed. You must have line of effect to a light to move it. Any light goes out if it is more than 20 squares from you at the end of your turn.

</RulesElement>

<RulesElement name="Scroll of Dancing Lights" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_DANCING_LIGHTS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-7 </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Level"> 1 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Dancing Lights.
</RulesElement>

<RulesElement name="Deep Pockets" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-8" source="Dragon Magazine 405" >
      <specific name="Category"> Creation </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 50 gp and a focus</specific>
      <specific name="Duration"> 24 hours </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Time"> 10 minutes </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You cause the pockets of a garment (the focus) to hold far more than they normally can. When the ritual is performed, up to five pockets or pouches sewn into the focus can each hold up to 50 pounds in weight or 5 cubic feet in volume. Items in the affected pockets do not change the focus garment's form or weight. The garment's wearer can draw an item from an affected pocket as a minor action. When the ritual ends, items in the affected pockets appear in a pile at the garment-wearer's feet.

Focus: A fine cloth garment (50 gp).

</RulesElement>

<RulesElement name="Scroll of Deep Pockets" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_DEEP_POCKETS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-8 </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Level"> 5 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Deep Pockets.
</RulesElement>

<RulesElement name="Explosive Runes" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-9" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 10 gp and 1 healing surge </specific>
      <specific name="Duration"> Until discharged </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You scribe magical runes on an object such as a book, a scroll, a map, or a similar item that weighs no more than 10 pounds. These runes look like normal writing but function as a trap. As you inscribe them, you can create a password that allows a creature to read the runes without triggering the trap. If the trap is triggered or disabled, the ritual is discharged.
	  <specific name="_DisplayPowers"> ID_TIV_POWER_DRAGON_405_01-9-1 </specific>
		<rules>
			<grant name="ID_TIV_POWER_DRAGON_405_01-9-1" type="Power" />
		</rules>
</RulesElement>

<RulesElement name="Scroll of Explosive Runes" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_EXPLOSIVE_RUNES" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-9 </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Level"> 2 </specific>
      <specific name="type"> Ritual </specific>
	  <specific name="_DisplayPowers"> ID_TIV_POWER_DRAGON_405_01-9-1 </specific>
		<rules>
			<grant name="ID_TIV_POWER_DRAGON_405_01-9-1" type="Power" />
		</rules>
A scroll containing a single use of the ritual Explosive Runes.
</RulesElement>

<RulesElement name="Explosive Runes" type="Power" internal-id="ID_TIV_POWER_DRAGON_405_01-9-1" source="Dragon Magazine 405" >
      <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
	  <Prereqs>  Unselectable </Prereqs>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Level 2 Trap </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> See Ritual Card </specific>
	  <specific name="Detect Arcana"> (detect magic) DC 13 </specific>
	  <specific name="Perception"> DC 20 </specific>
	  <specific name="Immunities"> all damage, forced movement, all conditions </specific>
	  <specific name="Triggered Actions"> Attack (Force * Encounter)
Trigger: A creature reads the runes without first speaking the password.
Attack (Immediate Reaction): Close burst 2 (creatures in the burst); +5 vs. Reflex
Hit: 4d4 force damage.
Miss: Half damage. </specific>
	  <specific name="Countermeasures"> Disable: Arcana or Thievery DC 20.
Failure by 5 or More: The trap is triggered. </specific>
      <specific name="_Associated Feats" />
	  <specific name="_ParentPower"/>
</RulesElement>

<RulesElement name="Find Traps" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-10" source="Dragon Magazine 405" >
      <specific name="Category"> Divination </specific>
      <specific name="Key Skill"> Insight </specific>
      <specific name="Component Cost"> 25 gp and 1 healing surge </specific>
      <specific name="Duration"> Instantaneous </specific>
      <specific name="Level"> 4 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You gain an intuitive sense for traps in your surroundings, allowing you to make an Insight check to detect each trap within 10 squares of you. The DC for the check is the lowest detect DC the trap has.
</RulesElement>

<RulesElement name="Scroll of Find Traps" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_FIND_TRAPS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-10 </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Level"> 4 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Find Traps.
</RulesElement>

<RulesElement name="Glyph of Warding" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-11" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 75 gp and 2 healing surges </specific>
      <specific name="Duration"> Until discharged </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Time"> 10 minutes </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You inscribe a glyph that works as a dangerous trap on a flat surface such as a wall, chest lid, table, or door. As you create the trap, you set the glyph's damage type, trigger, password and/or exceptions. The trigger you set must require the trap's target to enter the glyph's square, pass within range of the glyph's attack, or open or handle a warded object without speaking the password or meeting an exception. Acceptable exceptions include creature origin, creature type, physical characteristics, and named individuals. The glyph becomes nearly invisible once it is completed. If the trap is triggered or disabled, the ritual is discharged.
	  <specific name="_DisplayPowers"> ID_TIV_POWER_DRAGON_405_01-11-1 </specific>
		<rules>
			<grant name="ID_TIV_POWER_DRAGON_405_01-11-1" type="Power" />
		</rules>
</RulesElement>

<RulesElement name="Scroll of Glyph of Warding" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_GLYPH_OF_WARDING" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-11 </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Level"> 7 </specific>
      <specific name="type"> Ritual </specific>
	  <specific name="_DisplayPowers"> ID_TIV_POWER_DRAGON_405_01-11-1 </specific>
		<rules>
			<grant name="ID_TIV_POWER_DRAGON_405_01-11-1" type="Power" />
		</rules>
A scroll containing a single use of the ritual Glyph of Warding.
</RulesElement>

<RulesElement name="Glyph of Warding" type="Power" internal-id="ID_TIV_POWER_DRAGON_405_01-11-1" source="Dragon Magazine 405" >
      <Category> ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_NO_ACTION </Category>
	  <Prereqs>  Unselectable </Prereqs>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Level 7 Trap </specific>
      <specific name="Keywords"/>
      <specific name="Action Type"> See Ritual Card </specific>
	  <specific name="Detect Arcana"> (detect magic) DC 16 </specific>
	  <specific name="Perception"> DC 23 </specific>
	  <specific name="Immunities"> all damage, forced movement, all conditions </specific>
	  <specific name="Triggered Actions"> Attack (Varies * Encounter)
Trigger: A creature enters the square containing the glyph, passes within range of the glyph's attack, or opens or handles a warded object without speaking the password or meeting an exception.
Attack (Immediate Reaction): Close burst 3 (creatures in the burst); +10 vs. Reflex
Hit: When you create the glyph, choose one of the following effects.
* 4d6 fire damage, and ongoing 5 fire damage (save ends).
* 4d6 cold damage, and the target is immobilized (save ends).
* 4d6 thunder damage, and the target is dazed (save ends).
* 4d6 lightning damage, and the target is dazed (save ends).
* 4d6 acid damage, and ongoing 5 acid damage (save ends).
* 4d6 necrotic damage, and the target takes a -2 penalty to attack rolls (save ends).
* 4d6 radiant damage, and the target is blinded (save ends).
Miss: Half damage. </specific>
	  <specific name="Countermeasures"> Disable: Arcana or Thievery DC 23.
Failure by 5 or More: The trap is triggered. </specific>
      <specific name="_Associated Feats" />
	  <specific name="_ParentPower"/>
</RulesElement>

<RulesElement name="Hallucinatory Terrain" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-12" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 125 gp </specific>
      <specific name="Duration"> 24 hours </specific>
      <specific name="Level"> 8 </specific>
      <specific name="Time"> 10 minutes </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You lay an illusion over an area of natural terrain, no more than 20 squares by 20 squares in size, to make it look, sound, and smell as if it were a different type of natural terrain. Artificial structures, equipment, and creatures cannot be changed. A meadow might look like a hill, a pond could look like a meadow, and so on; but a road or a tower in the area remains the same.
A creature can discern the illusion if it succeeds on an Arcana check or a Perception check (DC 10 + your Arcana check modifier). This check is a minor action if the creature has not interacted with the illusion, but can be made as a free action the first time the creature interacts with the illusion. If you conceal an area of hindering terrain, a creature is still entitled to a saving throw if forced into that terrain.
</RulesElement>

<RulesElement name="Scroll of Hallucinatory Terrain" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_HALLUCINATORY_TERRAIN" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-12 </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Level"> 8 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Hallucinatory Terrain.
</RulesElement>

<RulesElement name="Hold Portal" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-13" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana </specific>
      <specific name="Component Cost"> 1 healing surge </specific>
      <specific name="Duration"> 10 minutes or until discharged </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Time"> 1 standard action </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.
</RulesElement>

<RulesElement name="Scroll of Hold Portal" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_HALLUCINATORY_TERRAIN" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-13 </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Level"> 1 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Hold Portal.
</RulesElement>

<RulesElement name="Leomund's Tiny Hut" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-14" source="Dragon Magazine 405" >
      <specific name="Category"> Creation </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 100 gp </specific>
      <specific name="Duration"> 8 hours or until discharged </specific>
      <specific name="Level"> 8 </specific>
      <specific name="Time"> 5 minutes </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You create an opaque, unmoving sphere of magical force in a close burst 4. Half the sphere is aboveground,
while the other half is belowground. 
Creatures other than yourself can enter and exit the hut freely. If you exit the hut, the ritual is discharged. The sphere's interior is 70 degrees Fahrenheit, and the exterior keeps out normal weather such as wind, rain, and dust. You can adjust the sphere's interior luminance from no light to dim light. The sphere is transparent from within but opaque (blocks line of sight) from the outside. Creatures inside the sphere have total concealment from creatures outside it.
</RulesElement>

<RulesElement name="Scroll of Leomund's Tiny Hut" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_LEOMUND'S_TINY_HUT" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-14 </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Level"> 8 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Leomund's Tiny Hut.
</RulesElement>

<RulesElement name="Leomund's Trap" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-15" source="Dragon Magazine 405" >
      <specific name="Category"> Deception </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 35 gp </specific>
      <specific name="Duration"> Until discharged </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You lay the illusion of a trap over a lock or similar mechanism. As you perform the ritual, you can name creatures that are immune to this effect. These can range from specific individuals to members of broad categories, such as creature origin or type. A creature can discern the illusion if it succeeds on an Arcana check or a Perception check (DC 10 + your Arcana check modifier). Unlocking the lock, using the mechanism, or identifying the illusion discharges the ritual.
</RulesElement>

<RulesElement name="Scroll of Leomund's Trap" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_LEOMUND'S_TRAP" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-15 </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Level"> 3 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Leomund's Trap.
</RulesElement>

<RulesElement name="Lesser Telepathy" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-16" source="Dragon Magazine 405" >
      <specific name="Category"> Divination </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 30 gp and 1 healing surge </specific>
      <specific name="Duration"> Until discharged </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Time"> 1 hour </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You grant yourself telepathy 5 (see Rules Compendium, page 316). This telepathy can be used only to communicate with your allies.
</RulesElement>

<RulesElement name="Scroll of Lesser Telepathy" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_LESSER_TELEPATHY" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-16 </specific>
      <specific name="Market Price"> 250 gp </specific>
      <specific name="Level"> 5 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Lesser Telepathy.
</RulesElement>

<RulesElement name="Light Ward" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-17" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 25 gp or 1 healing surge </specific>
      <specific name="Duration"> 10 minutes </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You ward an area, up to 4 squares by 4 squares, shrouding it in darkness. This darkness blocks line of sight for all creatures. Any creature fully within the darkness is blinded until it leaves the darkness. A light source within the warded area is not extinguished but sheds no light. You can end this ritual's effect as a minor action.

Ritual Scroll: You can perform this ritual as a standard action when you do so from a ritual scroll. If you do, the warded area dampens light but has no effect on creatures. While in the warded area, bright light becomes dim light, and dim light becomes darkness.
</RulesElement>

<RulesElement name="Scroll of Light Ward" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_LESSER_TELEPATHY" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-17 </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Level"> 3 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Light Ward.
</RulesElement>

<RulesElement name="Object Meld" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-18" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 200 gp </specific>
      <specific name="Duration"> 1 hour or until discharged </specific>
      <specific name="Level"> 10 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 1,000 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You and your equipment merge with a nonliving inanimate object of your size or larger. While merged with the object, you have neither line of sight nor line of effect to any creature, nor does any creature have line of sight or line of effect to you. You remain aware and can hear sounds made outside the object, and you can use powers that have a range of personal.

At any time before the ritual ends, you can move out of the object into the unoccupied square nearest the surface by which you entered the object. Doing so discharges the ritual. If the ritual ends while you are still in the object, you are shunted safely into the unoccupied square nearest the surface by which you entered the object.

If the object you occupy is destroyed, the ritual is discharged. You are immediately shunted to the unoccupied square nearest the surface by which you entered the object, you take damage equal to your bloodied value, and you are stunned until the end of your next turn.

Ritual Scroll: You can perform the ritual as a standard action when you do so from a ritual scroll. If you do, the duration drops to 5 minutes or until discharged.
</RulesElement>

<RulesElement name="Scroll of Object Meld" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_OBJECT_MELD" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-18 </specific>
      <specific name="Market Price"> 1,000 gp </specific>
      <specific name="Level"> 10 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Object Meld.
</RulesElement>

<RulesElement name="Pass Without Trace" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-19" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Nature (no check) </specific>
      <specific name="Component Cost"> 10 gp </specific>
      <specific name="Duration"> 8 hours </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You and up to five allies present while you perform this ritual leave fewer tracks. The DC to track those the ritual affects increases by 5, as if you had obscured their tracks.
</RulesElement>

<RulesElement name="Scroll of Pass Without Trace" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_PASS_WITHOUT_TRACE" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-19 </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Level"> 1 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Pass Without Trace.
</RulesElement>

<RulesElement name="Portal Jump" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-20" source="Dragon Magazine 405" >
      <specific name="Category"> Travel </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 75 gp and 1 healing surge </specific>
      <specific name="Duration"> 2 rounds </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
Choose one unoccupied square adjacent to you and one unoccupied square within 20 squares of you. You create a teleportation portal to link those squares. Any creature that enters a linked square can teleport to the other square by using 1 square of movement. Whenever a creature teleports in this way, it is dazed until the end of its next turn.

Ritual Scroll: You can perform this ritual as a standard action when you do so from a scroll. If you do, the portal lasts until the end of your next turn.
</RulesElement>

<RulesElement name="Scroll of Portal Jump" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_PORTAL_JUMP" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-20 </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Level"> 6 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Portal Jump.
</RulesElement>

<RulesElement name="Protection from Energy" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-21" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 75 gp and 1 healing surge </specific>
      <specific name="Duration"> 1 hour or until discharged </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You protect yourself or one ally present during the ritual's performance with a potent ward against energy. The target, whether you or someone else, can provide the healing surge component cost. Choose a damage type from among acid, cold, fire, lightning, or thunder. The next time the target takes damage of that type, the ritual is discharged, and the damage is reduced by an amount equal to 10 + your Arcana check modifier or Religion check modifier.

If the target is already under this ritual's effect when the ritual is used upon the target again, the newer effect cancels the older one. 

Ritual Scroll: You can perform this ritual as a standard action when you do so from a scroll. If you do, you reduce the damage the target takes by an amount equal to 5 + your Arcana check modifier or Religion check modifier.
</RulesElement>

<RulesElement name="Scroll of Protection from Energy" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_PROTECTION_FROM_ENERGY" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-21 </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Level"> 7 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Protection from Energy.
</RulesElement>

<RulesElement name="Read Omens" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-22" source="Dragon Magazine 405" >
      <specific name="Category"> Divination </specific>
      <specific name="Key Skill"> Arcana or Religion </specific>
      <specific name="Component Cost"> 1 healing surge and a focus </specific>
      <specific name="Duration"> Instantaneous </specific>
      <specific name="Level"> 2 </specific>
      <specific name="Time"> 5 minutes </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.

Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.

Successful Check: The DM tells you that the intended action should bring one of these results.

Weal-a good result, such as when the reward outweighs the risk.
Woe-a bad result, such as when the risk outweighs the reward.
Weal and Woe-both good and bad, such as when the reward is equal to the risk.
Nothing-neither a good nor a bad result.
Failed Check: As per "nothing" above. You can't tell if this "nothing" is due to a successful check or a failed check.

Focus: You drop a set of marked sticks, bones, or similar tokens (worth 50 gp) to read the answer to your query in their arrangement.
</RulesElement>

<RulesElement name="Scroll of Read Omens" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_PROTECTION_FROM_ENERGY" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-22 </specific>
      <specific name="Market Price"> 100 gp </specific>
      <specific name="Level"> 2 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Read Omens.
</RulesElement>

<RulesElement name="Reduce Beast" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-23" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 75 gp and 1 healing surge </specific>
      <specific name="Duration"> 6 hours </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
One friendly Large or smaller beast present during the ritual's performance shrinks and reduces in weight so that you can carry it in a pocket, a hand, or a pouch. The beast's statistics are unchanged, but it cannot attack while shrunken.

You can use a minor action to end the ritual's effects. Once the ritual ends, the beast teleports to the nearest unoccupied space big enough to accommodate its normal size. Each round after the ritual ends, the beast grows one size category, starting at Tiny, until it returns to its normal size.
</RulesElement>

<RulesElement name="Scroll of Reduce Beast" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_REDUCE_BEAST" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-23 </specific>
      <specific name="Market Price"> 520 gp </specific>
      <specific name="Level"> 7 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Reduce Beast.
</RulesElement>

<RulesElement name="Reflecting Pool" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-24" source="Dragon Magazine 405" >
      <specific name="Category"> Scrying </specific>
      <specific name="Key Skill"> Nature (no check) </specific>
      <specific name="Component Cost"> 325 gp and a focus </specific>
      <specific name="Duration"> See text </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Time"> 1 hour </specific>
      <specific name="Market Price"> 840 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
Choose a specific outdoor location that you have previously visited and that is within 1 mile of your current position. The location must be fixed in place, and it must be at the same place as when you last visited. You place a scrying sensor in a square up to 10 squares above that location. Gazing into your focus (a pool of water), you can see and hear from that square as if you occupied it.

The sensor remains for 2 rounds. You can extend the duration by another 2 rounds by spending a healing surge.

A scrying sensor appears as a shimmer in the air. Creatures can spot the sensor by succeeding on a Perception check (DC 10 + your level). Some warding rituals can block scrying sensors. If the location is so warded, or the location is otherwise unviable as a scrying target, then you learn this fact as soon as you start the ritual. You can then stop the ritual before you expend any components.

Focus: A 1-square or larger pool of clean water.
</RulesElement>

<RulesElement name="Scroll of Reflecting Pool" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_REFLECTING_POOL" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-24 </specific>
      <specific name="Market Price"> 840 gp </specific>
      <specific name="Level"> 9 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Reflecting Pool.
</RulesElement>

<RulesElement name="Seal Death's Door" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-25" source="Dragon Magazine 405" >
      <specific name="Category"> Warding </specific>
      <specific name="Key Skill"> Heal (no check) </specific>
      <specific name="Component Cost"> 50 gp and 1 healing surge </specific>
      <specific name="Duration"> 24 hours </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 200 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You grant yourself or one ally present during the ritual's performance a +2 power bonus to death saving throws.
</RulesElement>

<RulesElement name="Scroll of Seal Death's Door" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SEAL_DEATH'S_DOOR" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-25 </specific>
      <specific name="Market Price"> 200 gp </specific>
      <specific name="Level"> 5 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Seal Death's Door.
</RulesElement>

<RulesElement name="Shatter" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-26" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 35 gp </specific>
      <specific name="Duration"> Instantaneous </specific>
      <specific name="Level"> 4 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You can shatter all nonmagical objects composed of crystal, glass, ceramic, porcelain and similar fragile materials in a 2-square radius centered on you. An object heavier than 5 pounds, larger than Tiny, or more valuable than 25 gp is immune to this area effect.

You can instead focus the effect on one object of the proper composition. An object heavier than 50 pounds, larger than Medium, or more valuable than 250 gp is immune to this targeted effect.

Ritual Scroll: You can perform this ritual as a standard action when you do so from a scroll. If you do, the ritual affects only a 1-square area, and the DM makes a saving throw for each object in the area. On a save, the object is unaffected. If you use the targeted effect, the target gains a +2 bonus to the saving throw.
</RulesElement>

<RulesElement name="Scroll of Shatter" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SHATTER" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-26 </specific>
      <specific name="Market Price"> 175 gp </specific>
      <specific name="Level"> 4 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Shatter.
</RulesElement>

<RulesElement name="Shatter Bonds" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-27" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana </specific>
      <specific name="Component Cost"> 150 gp and 2 healing surges </specific>
      <specific name="Duration"> Instantaneous </specific>
      <specific name="Level"> 9 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 800 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
Make an Arcana check against each lock and restraint within 10 squares of you. If your check succeeds against the DC to break, open, or escape the lock or restraint, that lock or restraint is opened. If you exceed the DC by 5 or more, you can choose to break the target instead of just opening it.
</RulesElement>

<RulesElement name="Scroll of Shatter Bonds" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SHATTER_BONDS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-27 </specific>
      <specific name="Market Price"> 800 gp </specific>
      <specific name="Level"> 9 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Shatter Bonds.
</RulesElement>

<RulesElement name="Silent Image" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-28" source="Dragon Magazine 405" >
      <specific name="Category"> Deception </specific>
      <specific name="Key Skill"> Arcana (no check) </specific>
      <specific name="Component Cost"> 10 gp </specific>
      <specific name="Duration"> 1 hour or until discharged </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You create an illusion of an object or a creature, or an effect such as fire. This illusion has only a visual aspect. A creature can use a minor action to make an Arcana check or a Perception check (DC 10 + your Arcana check modifier) when it sees the illusion. If the check succeeds, the creature discerns the illusory nature of the image. If a creature interacts with the illusion, the illusory nature of the image is immediately apparent, and the ritual is discharged.

Ritual Scroll: You can perform this ritual as a standard action when you do so from a scroll. If you do, the DC of the Arcana or Perception check to discern the illusion is 5 + your Arcana check modifier.
</RulesElement>

<RulesElement name="Scroll of Silent Image" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SILENT_IMAGE" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-28 </specific>
      <specific name="Market Price"> 50 gp </specific>
      <specific name="Level"> 1 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Silent Image.
</RulesElement>

<RulesElement name="Steady Strength" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-29" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 50 gp </specific>
      <specific name="Duration"> 10 minutes </specific>
      <specific name="Level"> 6 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You grant yourself or one ally present during the ritual's performance a greater capacity to apply strength. Until the ritual ends, the target gains a +2 power bonus to Strength checks and Athletics checks and can always take 10 on such checks. In addition, the target doubles his or her normal load, heavy load, and maximum drag load.
</RulesElement>

<RulesElement name="Scroll of Steady Strength" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_STEADY_STRENGTH" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-29 </specific>
      <specific name="Market Price"> 360 gp </specific>
      <specific name="Level"> 6 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Steady Strength.
</RulesElement>

<RulesElement name="Stone Shape" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-30" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 150 gp and 1 healing surge </specific>
      <specific name="Duration"> 10 minutes </specific>
      <specific name="Level"> 8 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You form a volume of stone, up to 10 feet on a side, into whatever shape you wish. You could sculpt a statue, reshape a stone door, open a hole in a wall, and so on. You can manage only crude details, so you cannot create objects that have moving parts.
</RulesElement>

<RulesElement name="Scroll of Stone Shape" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_STONE_SHAPE" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-30 </specific>
      <specific name="Market Price"> 680 gp </specific>
      <specific name="Level"> 8 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Stone Shape.
</RulesElement>

<RulesElement name="Sundered Skies" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-31" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Nature (no check) </specific>
      <specific name="Component Cost"> 125 gp </specific>
      <specific name="Duration"> 10 minutes or until discharged </specific>
      <specific name="Level"> 7 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 500 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You must perform this ritual in an outdoor, aboveground environment. The ritual gathers clouds overhead in a 10-square radius centered on you. When you finish the ritual, precipitation (rain, or snow if the temperature is below freezing) pours from the clouds for the ritual's duration. This magical precipitation moves with you, remaining centered above your space.

The magical precipitation extinguishes exposed nonmagical flames in the area instantly and lightly obscures all squares in the area. Creatures in the area gain a +2 power bonus to saving throws against ongoing fire damage.

If you go indoors, the ritual is discharged. You can also take a minor action to end the ritual's effect. In either case, the gathered clouds disappear over the course of 1 minute.
</RulesElement>

<RulesElement name="Scroll of Sundered Skies" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_SUNDERED_SKIES" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-31 </specific>
      <specific name="Market Price"> 500 gp </specific>
      <specific name="Level"> 7 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Sundered Skies.
</RulesElement>

<RulesElement name="Tongues" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-32" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Religion (no check) </specific>
      <specific name="Component Cost"> 25 gp and 1 healing surge </specific>
      <specific name="Duration"> 10 minutes </specific>
      <specific name="Level"> 5 </specific>
      <specific name="Time"> 1 minute </specific>
      <specific name="Market Price"> 200 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You or one ally present during the ritual's performance gains the ability to speak and understand all languages. Creatures that can hear the target understand what he or she says as if he or she were speaking their native language. If the target can hear another creature that is speaking a language, he or she understands what that creature says as if it were speaking the target's native language.
</RulesElement>

<RulesElement name="Scroll of Tongues" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_TONGUES" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-32 </specific>
      <specific name="Market Price"> 200 gp </specific>
      <specific name="Level"> 5 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Tongues.
</RulesElement>

<RulesElement name="Wind Words" type="Ritual" internal-id="ID_TIV_RITUAL_DRAGON_405_01-33" source="Dragon Magazine 405" >
      <specific name="Category"> Exploration </specific>
      <specific name="Key Skill"> Arcana or Nature (no check) </specific>
      <specific name="Component Cost"> 25 gp </specific>
      <specific name="Duration"> 3 hours or until discharged </specific>
      <specific name="Level"> 3 </specific>
      <specific name="Time"> 10 minutes </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Prerequisite" />
      <specific name="type"> Ritual </specific>
You whisper a message or sound, of up to 25 words, into the air. A breeze carries that message at a speed of up to 6 miles per hour to a location that you have visited and is on the same plane as you. When the wind arrives, it audibly conveys your message or sound whether or not anyone is present to hear it.
</RulesElement>

<RulesElement name="Scroll of Wind Words" type="Ritual Scroll" internal-id="ID_INTERNAL_RITUAL_SCROLL_SCROLL_OF_WIND_WORDS" source="Dragon Magazine 405" >
      <specific name="_SupportsID"> ID_TIV_RITUAL_DRAGON_405_01-33 </specific>
      <specific name="Market Price"> 125 gp </specific>
      <specific name="Level"> 3 </specific>
      <specific name="type"> Ritual </specific>
A scroll containing a single use of the ritual Wind Words.
</RulesElement>
</D20Rules>