Notes on Magic 1

Created by Brett Hegr
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The Palladium Fantasy RPG® is a very good source for magic information. It is a bit incomplete in spots, but it is what some of this information is based on. Other cool books to check out on magic are Mystic Chinatm, Rifts® South America book two, England, Africa, and the Conversion Book. If you are looking for a listing of magical goods, try this one.

Note: In this file (and many others), I'll be making a reference to Nightbanetm World Book Three: Through the Glass Darkly. I'll occasionally just refer to it as TGD, so get used to seeing it (the book rocks for magic campaigns).


Topics

Types of Magic
Casting Rates
Changing and Learning
Magic O.C.C.s

Circle Magic
Glyph Magic
Illusions
Magical Destabilization
Magic Skills (38k) (new page)
Magician Slang
Residual P.P.E.tm
Ritual Magic
Save Throws
Scrolls
Specialized Magic
Spell Design
What All Magicians
Can Do
(new page)


Types of Magic

African Chants: Found on page 86 of Rifts® Africa, these chants are equivalent in magic strength to rituals. They are useful incantations for villages when there is a lot of magic energy avaliable.

African Rain Magic Rituals: These are on page 92 of Rifts® Africa. Rain Makers are pretty much the only character class that can learn these spells, though a few non Rain Makers with a lot of skill in rituals could learn some.

African Witch Spells: Page 74 of Rifts® Africa list the special spells that only those witches can learn. To get more use for your books though I'd say that most any standard witch or necromancer should be able to learn a few of these spells.

Aspect Magic: Magicians can cycle their magical energy in a 'feedback' to fuel the development of special powers!

Battle Mage Spells: The contract between Myrimidion Press® and Palladium Books® was cancelled, so there won't be any more Manhunter® books. Battle Mage spells are normal spell incantations and most anyone can learn them, but it will be hard to find a teacher for most characters. Some spells I created can be found here.

Biomancy: Rifts® South America book one is the source of information on Biomancy (see pages 61 and 64). Biomancy is magic that allows the user to turn creatures and plants into useful things (without harming them) via a link to nature. Most magicians can't learn this kind of magic (dabblers are one exception).

Bio-wizardry: This is the manipulation of other life forms for selfish and evil magical purposes (this is where it differs from Biomancy). You can find loads of data on bio-wizardry in Rifts® Atlantis page 106.

Blue Flame Spells: These begin on page 190 of Rifts® South America book two, page 30. There are few non-Larhold practicioners, and the Blue Flame is a pretty much unknown and unused cosmic force. The spells themselves are quite powerful, however.

Chi Magic: Found on page 70 of Mystic Chinatm. This is eastern spell magic, and functions differently than western spell magic because it manipulates Chi (life energy). Chi Spells can be transcribed into Celestial Calligraphy, the eastern version of scroll creation.

Circle Magic:

Darkness/Shadow Magic: The Nightbanetm book touches on this slightly, but I expanded on the idea in the given link.

Dolphin Magic: I know very little about this magic, but it can be found in Rifts® Underseas, book one.

Fleshsculptingtm: In Through the Glass Darkly, see page 20 for the O.C.C. and page 63 for their special spells. This is a powerful magic that be used to either harm or heal. Most Fleshsculptortm spells are ritual magic.

Glyph Magic: See description below

Magi Magic: These magic spells are of use to studious magicians.

Metamagic: A science of magic that is founded on the manipulation of the laws that govern how spells operate!

Mind Magic: Spells that affect the mind and/or have effects much like those of psionic powers.

Mirror Magic: In Through the Glass Darkly, see page 21 for the Mirrormagetm O.C.C. and page 71 for their special spells. These mages know how to draw on mirrors to perform magical feats, breach the Mirrorwalltm, and mystically spy on others!

Mystic Herbology: See the Magic Skills page. Anyone who can use this magic is able to use herbs, plants, mosses, and fungi to make magical brew. See page 22 of Rifts® England for full details.

Nazcan Line Magic: The complete description can be found in Rifts® South America book two, page 30. It is very, very uncommon outside of South America. It is so unlike other kinds of magic (except diabolism) that it must be considered a separate type of magic. Diabolists can pick up the magic art form easiers, followed by circle masters, then spell slingers.

Necromancy: Necromancers are magicians that specialize in the dead, undead, and occasionally demons. There are descriptions found in Rifts® Africa (page 105), Palladium Fantasy RPG®, Rifts® Mystic Russiatm, the Riftertm #4 (I think), and also my additional spells in this file.

Ritual Magic: See description below

Rune/Ward Magic: Diabolists are the principal practicioners of this magic form. To use this magic takes the full understanding of rune magic, memorization of the 19 power words and the runes themselves, and the knowledge of the requirements, rules, and dangers of rune writing. Rune magic can be found in the Palladium Fantasy RPG®, but a section on advanced rune magic is in Rifts® Atlantis (page 126).

Spells of Communion with Wormwood: These are on page 82 of Rifts® Wormwood, and are useful only on the planet Wormwood. They allow citizens of the planet (and its invaders, too) to manipulate the living planet into generating useful things (such as water, food, shelter, walls, protection, symbiotes, parasites, etc.)

Spell Magic: This is the most common form of magic. It only takes an understanding of magic and the mastery of meditation and one's own mystic energy. Most magic users are spell slingers of one sort or another. Spell magic can be found in almost any main book for a Palladium game genre.

Temporal Magic: All data on this type of magic is in Rifts® England on page 74. It is a power magic that specializes in the manipulation and warping of time, space, and dimensions.

Time Lord Spells: Begins on page 48 of Transdimensional T.M.N.T.s®, and is true temporal magic in that users can travel back and forth through time.

Warlock Magic: Warlocks gain their magic power from one (and sometimes two) of the elemental forces. All their magic is drawn from and based on these forces. Descriptions of the spells can be found on page 62 of the Rifts® Conversion Book One and in the Palladium Fantasy RPG®.


Casting Rates

The Rifts® RPG states that:
Two low level (1-6) spells can be cast per melee.
One mid level (7-10) spell can be cast per melee.
One high level (11-15) spell can be cast per two melees.
Some incantations must be performed as a ritual.
This is a good basis, but there's got to be exceptions. In the first statement, on low level spells, it works out that one spell can be cast per two or three melee actions. Simple spells from levels one and two should only require a single melee action to cast. Most combat spells should also require one melee action to cast - spells like Time Slip, Call Lightning, Armor of Ithan, Fire Ball, Magic Net, Multiple Image, etc. Some spells might have a stated casting time in the description, and that should be used instead.

Rituals take preparation, and much more time than spells:
A simple (level 1-2) ritual will only require 1d4 minutes to perform.
A low level (3-6) ritual will only require 3d6+2 minutes to perform.
A mid level (7-10) ritual will require 5d4+10 minutes to perform.
A high level (11-15) ritual will require 1d6x10+15 minutes to perform.
Some rituals might have a stated time in the description - if so, go by that.
Runes, mystic symbols, wards, and all symbol- based magic must be created before use and should take 3d4 minutes per simple symbol and 6d4 minutes for complex ones. Activation of such symbols is almost always quick and simple - a single melee action is needed to do so.

Most Nazcan Line Magic takes a few melee actions to create, but some patterns are as difficult as circle and rune magic. The specific amount of time each pattern takes to draw is listed in its description.

Magic circles also require preparation beforehand - look here for the time required to do so. Activating them requires power words, and sometimes sacrifice and/or a specific object or action. If the circle needs nothing but power words to activate, it requires only one melee action to use. If sacrifice or some other special restriction exists the invocation of the circle requires more time - if the standard duration of invocation isn't listed, assume it requires a melee round.

Most magic potions, powders, elixirs, etc. take a melee action to ingest and have an instantaneous effect unless otherwise stated. Most magic items only take a melee action (maybe two) to activate, since the magic energy and its function is already resident in the object being used.


Changing and Learning Magic O.C.C.s

The official word can be found at the official site, under the title 'Dual O.C.C.s' in the Oops! section. However, the dual O.C.C.s title is a misnomer - the rule given is for switching to a new O.C.C. and sticking with it. I give a very, very brief rundown geared toward magic users here:

After the character has attained second level in the initial O.C.C., the player may opt to switch O.C.C.s. When training begins, the character is at the 0th level in the chosen O.C.C. To acquire first level in the new O.C.C., the character must gain an amount of experience points equal to third level in the magic/ psychic O.C.C. chosen (time spent as an apprentice to a master). These experience points are not added to the character's experience total (they don't count for anything but apprentice time). All P.P.E.tm, S.D.C.tm, hit points, save throw bonuses, and other increases are based on the new O.C.C. - any abilities gained in the previous O.C.C. remain. Remember, an integral part of this class change is the finding of a willing teacher to be an apprentice to.

What do you do if... you have a player who wants an actual dual- classed character? I have this suggestion - give the character a new experience table. Instead of using the ones for the know O.C.C.s, make level progression more difficult. For a dual- classed character I'd suggest using the Dragon experience table from Rifts®, where second level takes 3000 experience to attain. For a triple- classed character use the Vampire table from the Vampire Kingdom book, which requires 5000 experience points to get to level two. This system has two benefits - the first being that all experience counts toward leveling and none of it has to be 'split up,' and second in that when a level is attained all the character's O.C.C.s increase by one level.

This is all fine and dandy for permanently swapping O.C.C.s, but suppose a magician only wants to learn some of the special powers of a different magic O.C.C.? Sounds cool, but there aren't any official rules to cover it. Here's what I've come up with. GMs should be restrictive with this - it's easy for a player to get carried away and destroy game balance. I think it would be best used as a reward for good role playing.
  1. The character selecting new magical abilities and powers must be a magic user.

  2. To gain all special powers of an O.C.C., the character must attain first level in that O.C.C. by the standard process outlined above. This is more time consuming and restrictive early on, but more educational too.

  3. To gain a single special power of an O.C.C., the character must first have access to learning for the power - most likely a tutor. Next, the character must gain a level and sacrifice any new spells, bonuses, and extra P.P.E.tm gained at that level - don't add any of these to the character! Skills, hit points, and anything else unrelated to the magic nature of the character are unaffected. The idea is this - instead of getting stronger in the special bonuses and P.P.E.tm department, the character gets smarter and can do something new. When the sacrifice is made, the character (who has been studying off and on over the last couple levels) is able to use a single power from a different magic class.

  4. The special power being learned cannot involve any psionic abilities, mutant abilities, etc. Only magic- related abilities can be acquired. It is not possible to select the spell knowledge of an O.C.C., the learning of new spells, O.C.C. bonuses, or P.P.E.tm level as a new power - otherwise, players would be aiming for massive spell knowledge, excessive bonuses, and way too much P.P.E.tm

    Learning powers from a totally unfamiliar magic O.C.C., such as a Techno- Wizardtm learning how to raise the dead like a Necromancer or a Biomancer learning to create Cybermagictm technology, should be regulated by the GM - I'd suggest not allowing it in any form.

    The powers of the Ley Line Walkertm are related to magic energy in general, and thus any magician could learn a couple Ley Line Walkertm tricks. This is the only O.C.C. that has this high an accessibility.

  5. Learning powers from an O.C.C. based on a different source of power and philosophy is not possible. Hermetic spellcasters, like Wizards, Sorcerors, and Ley Line Walkerstm could never learn the secrets of mystic- types like Mystics, Warlocks, Animal Shamans, Witches, Priests, etc. or vice versa. Heavy specialists like Techno- Wizardstm, Cybermagestm, Fleshsculptorstm, Mirrormagestm, Metamages, and Enchanters could learn a few things from a few related O.C.C.s but never develop the powers of Warlocks and Mystics unless they change O.C.C.s.

  6. Learning the 'class skill' of another O.C.C. is possible, but difficult. If the character has no class skill, he has no restrictions and can learn any skill. If the character knows a class skill, he cannot learn a new class skill unless it relates to the one(s) already possessed. Secondly, the character must give up the new spells, special bonuses, and additional P.P.E.tm for two experience levels (the one just gained and the next one gained). Note that none of the O.C.C. powers are gained - just the class skill. Some O.C.C. powers might have to be acquired before full use can be made of any class skills.

    Thus, a Shifter and Temporal Wizard could learn each other's tricks. A Techno- Wizardtm could learn to develop Cybermagictm devices. A Fleshsculptortm could learn about machines and pick up a few Cybermagetm tricks, a Warlock might be able to bond more strongly with an elemental force and gain powers similar to a Witch, etc. As long as there is some sort of fundamental similarity between the O.C.C.s, special skills can be learned from both.

    A Shifter (whose main skill is manipulating rifts) wouldn't ever be able to learn about a Stone Master's stone- manipulating power, or a Techno- Wizard'stm magic- machine making skills, or a Necromancer's capacity to bond with dead flesh (unless he changed O.C.C.s). But, the Shifter could learn things about Temporal magic and Mirror magic (both involve manipulating cosmic forces) and even astral plane and Dreamstreamtm related O.C.C.s, since the Shifter is no stranger to alternate dimensions and planes of existence.

    Note: The 'class skill' is a pretty vague term. It is applied to the special talent or capacity of an O.C.C., such as the ability of Cybermagestm to bond flesh and machines and the Shifter power to manipulate rifts. The class skill is usually stated in general with no hard stats, and is sometimes not included in the list of O.C.C. powers. GMs should be aware that letting a character learn a class skill can be very unbalancing to the game, but also very fun for everyone involved. Classes with no class skills have the fewest restrictions and the best chance of becoming powerful - these would be the Sorceror, Wizard, Ley Line Walkertm, the Dabbler, and the Metamage.

Circle Magic

First things first: spell incantations and rituals that use a circle or a pentagram (or some other geometric figure) are very, very simple circle incantations and are not discussed at length here. They do not often use the inscribing of symbols within the barrier pattern (the circle or whatever figure is drawn), and are thus easier to use and much less powerful than a true magic circle. The Palladium Fantasy RPG® has a full description of magic circles.

There are two main types of circles: Power circles and simple circles. Power circles are very strong circles and/or have a single strong effect. Simple circles are ones that have a single moderate effect such as protection, enchantment, or summoning.

All Circles: Rendering the circle maker unconcious has a 76% chance of cancelling a circle's effects. Otherwise, the circle will function to the maximum duration. Circle magic has a save difficulty of 14 for those who haven't studied circles, but only 12 for those who have. A person with experience will probably have bonuses to their circle magic strength. It takes 30 to 45 minutes to draw an average (non-power) magic circle, but varies according to the complexity of the circle.

Protection: Takes 15 to 20 minutes to create the average circle, and a melee action or two to activate it. Protection circles affect only those inside the circle. Those inside the circle can use magic and missile weapons to attack from within the circle, but are also vulnerable to those same attacks. The creature that protection is provided against must roll a 16 or higher (plus the circle maker's circle strength bonus) in order to enter the circle without taking damage. Failure means the creature immediately takes 2d6 points of damage per melee.

Enchantment: Anything inside the circle is enchanted for a time when the circle magic is activated. These circles can be used again and again by anyone who knows the magic words and has the magic energy and experience to use them. They take 45 to 60 minutes to create, and usually a minute or so to activate. The enchantments have varying durations.

Summoning: A summoned creature(s) usually appear within 2d6 melees. As long as the summoner and any watchers stay in the circle, they are totally safe from the summoned creature (it cannot attack anything in the circle. This creature must immediately make 3 of 5 rolls against the summoner's M.E. (roll a 1d20 and add in any M.E. bonuses of the creature). Failure means it is totally subservient (but will never the caster its true name). Success means the creature has free will, and the caster has a 70% chance of sending it back to where it came from. Failure on this means the creature will hang around for another 2d4 hours. At the end of this period, the creature has a 90% chance of returning home.

The creating of a summoning circle takes 30 to 45 minutes, while activation requires one to three minutes (usually). Most summoning circles must be re-drawn every time a creature is to be summoned.

Summoners can command one lesser devil, demon, faerie, minor elemental, ghost, or large animal per every two levels of experience. These beings challenge the mental control once every two months. One greater demon, devil, elemental, entity, or angel can be commanded per four levels of experience and will require mental battles every two weeks. Roll for each and every creature commanded. The Kukulcan is the only kind of dragon that can be summoned. Note that angels will commit suicide before killing, even harming or stealing from an innocent (77% chance). Also, by writing the true name of the creature to be summoned in a circle, a specific creature can be summoned.

Power: These circles have a much larger radius than the simpler circles. They take anywhere from 30 to 60 minutes, but some take even 90 and 120 to do! A circle affecting those on the outside must be sealed, and sealing a circle of power makes it cause 4d6 damage per melee to those beings whose true names aren't inscribed inside the circle. Reactivating these circles takes 4 to 12 minutes, but may not be possible for all circles (some circles must be freshly drawn to use).

A sealed circle of power causes 4d6 damage per melee to those beings who enter the circle and don't have their true name written in the circle. One more thing: preparing the circle and saying the power words (activation words) wrong will have dangerous and unpredictable effects.


Glyph Magic

A glyph is a mystic symbol that acts similar to a ward, but calls upon the powers of an entire cosmic force when disturbed. Runic (magical) scripts are based on the same principle as glyphs, in that a symbol has magical power. Glyphs could be considered a 'super- rune,' that can be written to perform a guarding action with various levels of response, and to do so with power drawn from a particular elemental or cosmic force. This depends entirely on the knowledge and magical energy capacity of the caster - very few people know all of the secrets of even one glyph, let alone several. Incomplete knowledge abounds. The Old Ones are whispered to have been the creators of glyphs, as a way to bring a fresh supply of magic energy to them even while they slept. But talk of waking the Old Ones just by playing around with some magical symbols is foolishness anyways, right?

Creating a Glyph

The creator of the glyph can cancel it at any time, and never sets off the glyph when he does the things that the glyph prevents others from doing. If someone triggers the glyph when the creator of it is in the area, he is not affected by it. He can also mentally command it to not take effect if he is within the area of the glyph's effect when it is triggered.

The caster's casting level, but not spell strength, is transferred to the glyph also. So, the magical effects created by a 6th level mage's glyph would function at level six strength, but would not benefit from the mage's magic strength bonuses.

When creating a glyph, the mage should try to have as much magic energy as he possibly can. P.P.E.tm he chooses to use can be made to strengthen the glyph - there are no limits. A glyph cannot be expanded later time, so the stronger you can make it the better. However, it is possible to 'refresh' the glyph at a later time by paying half the original creation cost. Powers cannot be added or removed, but the glyph's magical strength can be 'upgraded' to the current level of the creator. Thus, a glyph can be maintained over time and can grow in power (but not in ability).

Save Throws

Glyphs are more powerful than normal runes, wards, and other magical symbols (even circles). Saving against glyph magic takes a roll of 16 or better for most people, but only 14 or better for anyone with knowledge of mystic symbols.

Other People

A glyph can usually be designed to allow others to bypass the glyph's protection and be protected by the glyph if they are near it. This involves the incription of the authorized persons' true names near or in the glyph. This cost 5 P.P.E.tm for each person besides the glyph creator. Names can be inscribed and erased by the creator of the glyph as time goes on, without having to re-create the glyph.

It is also possible to designate a person as a bearer of the glyph for 10 P.P.E.tm The process of doing so is the same as above, and provides the bearer with the same priveleges as above. However, a bearer is also able to use the abilities of the glyph - usually done when a glyph is put on a piece of armor or a weapon (or even a medallion or cape). A bearer uses the abilities at half of the glyph maker's level upon creation of the glyph.

Glyph Statistics and Abilities

Glyph features can be programmed to act any time a certain action occurs, but once they are set this way they cannot be changed. The creator of a fire glyph on a door to his den, for instance, might have powerful enemies and children to deal with. He could set up a loud flame screech (alarm) to react to things that kids might do (open the door, push it, or toss balls at it) but it could also summon a fire elemental if attacked by steel weapons.

These are abilities, statistics, and powers that are possible to perform or are common to all glyphs:

Range: Touch for drawing/ casting, the glyph and it's powers have a range of 30ft per level of the caster (this applies to all powers, even if they mimic a spell).
Duration: One year per level, or permanent for five times the total cost of the glyph.
Casting Time: Ten minutes, plus ten per power that is added.
Effective Level: Equal to the glyph maker's at the time of creation when a glyph is defending itself, but only half that level when a bearer is using the glyph's powers. Note: Anybody out there feel like coming up with some cool glyphs? I have an example of one in this file. If you like the ideas (like I do) found in Through the Glass Darkly, glyphs are excellent candidates for living magic as described on page 33. These sentient glyphs would create a human manifestation and use the powers of the glyph to perform whatever task they were intended for. A glyph used to protect a mage's study would probably evolve into a powerful guardian over many years (or by way of the mage's tampering).


Illusions

Save throws for magic illusions has always been pretty basic - you roll a save throw vs magic just like every other spell. But illusions are not like other magic in that they affect a physical area and the mind of the viewer, not the body. It's more a matter of perception and art than of overriding the body's defenses. So this is the idea I came up with and I plan to use it from now on in my own adventures:

Dispelling Illusions

To dispel an illusion, a magician must have first saved against it successfully. He can then use a Negate Magic spell to get rid of it, or can try an iron rod. Many illusions (mostly those under level ten) can be dispelled by piercing the illusion with an object made of iron (at least 84% pure). The illusion must immediately save vs negation with a 12 or better on 1d20 (no bonuses) every time it is penetrated by an iron object. Some magicians know how to make iron rods that are more effective for dispelling illusions. These can usually be purchased from some alchemists and magic dealers.

Creating Illusions

Whenever a mage creates an illusion, the base perception difficulty is set at 10. To make it a more effective illusion, the mage can add his spell strength or the appropriate skill divided by 15% (whichever is greater). The mage must have a skill related to the illusion object in order to create it. Demolitions would be necessary for creating a bomb, Art: Painting to create an illusionary picture, Pilot: Tanks and APCs to weave an illusionary Patton II tank, Read Sensory Equipment for making a false radar signature, etc. For common objects (lamp, chair, table) just use double the mage's spell strength.

Note that the mage must either have a replica to work from or a detailed memory of the object to create, otherwise the spell strength is halved for the illusion. If creating an illusion of an object or person he is familiar with, add a 2 to 8 point bonus depending on the level of familiarity. Seeing the person/ object once or twice would result in a +2 bonus, while a family member or friend would be a +8 bonus. A mediocre degree of familiarity would get a bonus somewhere in between those two values.

Save Throws vs Illusions

Whenever someone views an illusion, they must roll over the difficulty on a 1d20. The viewer can add either his perception bonus, his appropriate skill divided by 15%, half his bonus to save vs magic, or half his bonus to save vs psionics (whichever is greater or more applicable). He can also add to this highest number his bonus to save vs illusions. If someone is familiar with an object or person being imitated, add another 2 to 8 point bonus depending on the familiarity. Seeing the person/ object once or twice would result in a +2 bonus, while a family member or friend would be a +8 bonus. A mediocre degree of familiarity would get a bonus somewhere in between those two values.

Example One: A mage named Aryn is using the Mask of Deceit spell to cover his identity and make himself look like a certain senator. His Disguise skill is pretty good (65%), as is his spell strength bonus (+3), and he fools most people. Then he runs into the senator's aide, who just happens to be a bright boy with a perception bonus (a +2). The aide is also pretty familiar with the senator and gets another +4 bonus (he's met him more than a few times but doesn't know the man like his own father). So now it comes down to the save throw. Aryn's base difficulty is 10, plus his Disguise skill bonus of +4 (65% divided by 15% is rounded down) and his spell strength bonus of +3. The resulting difficulty is 17! The aide has a total bonus of +6, but suffers a -4 penalty due to the Mask of Deceit spell. He's only got an effective bonus of +2, and he rolls 1d20. Aryn nods and walks by confidently as the aide, who rolled a 13 after bonuses, smiles and continues on his own way. Success!

Example Two: Aryn is being pursued by another mage and attempts to create an illusion to scare the mage away. He uses the Apparition spell, and creates an image of a dybbuk that he once saw. Since he doesn't have the Lore: Demons and Monsters skill, he can only add his +2 bonus to the illusion for a perception difficulty of 12. The pursuing mage sees the illusion and gets his save throw. The mage has a bonus of +1 to save vs illusions, but no other bonuses to save vs magic or on perception. What the mage does have, however, is the Lore: Demons and Monsters skill. His skill is 84%, which translates to a +4 bonus (just shy of a +5). His overall bonus to save vs the illusion is +5, and with a roll of 11 he saves quite easily. The pursuing mage notices that Aryn forgot the smaller pair of arms beneath the large pair on his illusionary dybbuk, and ignores it as he continues his hunt.


Living Magic

This is a concept covered in Through the Glass Darkly, pages 33 to 36. It involves the 'what-ifs' when a magic spell fails, when a rift appears, how thought affects magic and vice versa, etc. I mention it because it gives the Palladium magic system something new and interesting.



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