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Extra Attunement Slots 5e

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5thSRD
  1. Extra Attunement Slots 5e Dnd
  2. Extra Attunement Slots 5e Spells
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    Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Extra Attunement Slots 5e Dnd

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Jan 07, 2019 Extension 5E Attunement Tracker I found no way to track this easily within Fantasy Grounds, so created the extension. Thanks to st4lk3r87 for providing an update to the extension that adds an option to change the attunement limit from 1 to 10 within Options and also enforce the limit on the inventory tab.

  • Familiars are already great and I think that the other PC's at the table would start to feel a bit envious of a supercharged familiar. Depending on the item, I might allow a an Item that is attuned to their caster to be used or activated by the fa.
  • That allowed an extra two slots. Again, that makes it a player choice; and requires player investment, rather than just something.
ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13
Extra

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies

ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
RogueLight armor, one skill from the class's skill list, thieves' tools
Sorcerer-
WarlockLight armor, simple weapons
Wizard-

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attunement Slots 5e Spells

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.
Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclass Spellcaster: Spell Slots per Spell Level

Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd42-------
4th43-------
5th432------
6th433------
7th4331-----
8th4332-----
9th43331----
10th43332----
11th433321---
12th433321---
13th4333211--
14th4333211--
15th43332111-
16th43332111-
17th433321111
18th433331111
19th433332111
20th433332211

In Monteporte 44, the session began and ended with animated discussions on the rules for attunement to magical weapons. +Rob Conley had created a chart or an excel file listing all the weapons that required attunement from the DMG, and we played around with the concept a bit. We all, I think, liked the general concept of attunement, but were all equally bothered by some of the implications. In addition, since Monteporte was migrated over from a game with different assumptions than went into D&D5, there were many more magic items than seemed typical for a D&D5 party.

Attunement (DMG pp. 136-138)


The basic concept behind attunement is simple. To use a weapon with magical properties in a magical way, you have to spend a period of time – a short rest – bonding with the item in an appropriate way. If you don't do so, the items functions like a normal, non-magical item of that type, but no nifty stuff can be generated from it. A Sword of Sharpness might act like a regular sword and would cut things just fine, but no other magical abilities would be present, and I'm not even sure it'd damage creatures that are only damaged by magical weapons – the text seems to suggest not. A suit of plate armor that requires attunement would still give you AC 18 for wearing it, but whatever powers it has would not be available to you until attunement is complete. A wand or ring, which otherwise serves no purpose than to give you certain powers, is basically useless. Maybe you could use it as a napkin holder or a stir stick?


Limits on items


The biggest thing that the DMG rules hit you with is that you cannot be attuned to more than three items at a time. Period, done . . . see you later. Discuss gambling. So you can't (for example) wear ten Rings of Protection, one on each finger, and another couple on your toes. Firstly, you can't usually wear multiple of any given item, but also, three is the limit, and the limit shall be three. Not two, unless proceeding directly to three, etc.

This makes any given player decide what she wants to be equipped with, and since you can only detune-attune to an item with a short rest, you can't just swap out inventory slots and always get the benefit of the good stuff. So you have to prepare. It's not quite as restrictive as spell slots and long rests, but it's there to make you think about what you're doing.

What requires attunement


The magic item lists speak to what requires attunement – sometimes by a particular class – and what does not. There definitely seems to be a pattern to it, and some very useful stuff does not require attunement.

Extra

Let's start with some examples:

Basic Magical Weapons and Armor:Your basic +2 Mace or longsword, or +1 Chain Mail, or +3 half-plate does not require attunement. OK.

Mace of Disruption: Requires attunement. If you smack a fiend or the undead, you do extra radiant damage. If the critter has fewer than a certain number of HP, it must make a saving throw or be destroyed outright. The foes of the affected type are afraid of you. Also, the weapon glows if you hold it.

Mace of Smiting: +1 damage, more against constructs. Blackjack boats for sale near me. If you roll a 20, you get extra damage, and can destroy constructs on a lucky roll. Does not require attunement.

Immovable Rod: Hey, the thing doesn't move. Ever. Does not require attunement.

Gloves of Thievery: Provides a bonus to Sleight of Hand and DEX checks while wearing them. Does not require attunement.

Most any Cloak of X: Protection, Elvenkind, Invisibility. All of these require attunement, but . . .

Slots

Cloak of the Manta Ray: Allows you to breathe underwater, and swim pretty fast. There's another item like this that makes a bubble of air around your head. Neither require attunement.

What's the Common Theme: The key bit here seems to be that if the item is magical because of itself, such as magic armor, it does not require attunement. If the item has powers that only affect the victim or the environment – that is, the magic is outwardly directed – it does not require attunement. But if the thing is basically casting a spell or giving its blessing to the user – something that if malign would be resisted by a saving throw – then you need to attune to it.

It's a fine line. The Cloak of Protection is just a cloak, it's not particularly sturdy. But even it it is sturdy, the bonus to saving throws impacts the wearer as if it were a spell. That requires attunement. The Manta Ray cloak and the bubble-head charm (whatever it is) probably work their magic on the water and air around you, not you. They don't bestow gills, they create a space of breatheable air.

I have no explanation for the Gloves of Thievery. I'd probably force you to attune to them, but perhaps the skill/DEX boost provided is actually a spell that impacts whatever you're working on, not you.

Basic magical swords are just magical. The Mace of Smiting is totally outwardly directed. The Mace of Disruption . . . seems like the mace of smiting, but makes creatures afraid of you (not the mace) and casts light. I suspect it's the fear thing that turns the tables.

Armor that's just magical is simply better made and enchanted. That's inherent to the item. But if it also provides extra spell-like abilities, that requires attunement.

Extra Attunement Slots 5e

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies

ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
RogueLight armor, one skill from the class's skill list, thieves' tools
Sorcerer-
WarlockLight armor, simple weapons
Wizard-

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attunement Slots 5e Spells

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.
Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclass Spellcaster: Spell Slots per Spell Level

Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd42-------
4th43-------
5th432------
6th433------
7th4331-----
8th4332-----
9th43331----
10th43332----
11th433321---
12th433321---
13th4333211--
14th4333211--
15th43332111-
16th43332111-
17th433321111
18th433331111
19th433332111
20th433332211

In Monteporte 44, the session began and ended with animated discussions on the rules for attunement to magical weapons. +Rob Conley had created a chart or an excel file listing all the weapons that required attunement from the DMG, and we played around with the concept a bit. We all, I think, liked the general concept of attunement, but were all equally bothered by some of the implications. In addition, since Monteporte was migrated over from a game with different assumptions than went into D&D5, there were many more magic items than seemed typical for a D&D5 party.

Attunement (DMG pp. 136-138)


The basic concept behind attunement is simple. To use a weapon with magical properties in a magical way, you have to spend a period of time – a short rest – bonding with the item in an appropriate way. If you don't do so, the items functions like a normal, non-magical item of that type, but no nifty stuff can be generated from it. A Sword of Sharpness might act like a regular sword and would cut things just fine, but no other magical abilities would be present, and I'm not even sure it'd damage creatures that are only damaged by magical weapons – the text seems to suggest not. A suit of plate armor that requires attunement would still give you AC 18 for wearing it, but whatever powers it has would not be available to you until attunement is complete. A wand or ring, which otherwise serves no purpose than to give you certain powers, is basically useless. Maybe you could use it as a napkin holder or a stir stick?


Limits on items


The biggest thing that the DMG rules hit you with is that you cannot be attuned to more than three items at a time. Period, done . . . see you later. Discuss gambling. So you can't (for example) wear ten Rings of Protection, one on each finger, and another couple on your toes. Firstly, you can't usually wear multiple of any given item, but also, three is the limit, and the limit shall be three. Not two, unless proceeding directly to three, etc.

This makes any given player decide what she wants to be equipped with, and since you can only detune-attune to an item with a short rest, you can't just swap out inventory slots and always get the benefit of the good stuff. So you have to prepare. It's not quite as restrictive as spell slots and long rests, but it's there to make you think about what you're doing.

What requires attunement


The magic item lists speak to what requires attunement – sometimes by a particular class – and what does not. There definitely seems to be a pattern to it, and some very useful stuff does not require attunement.

Let's start with some examples:

Basic Magical Weapons and Armor:Your basic +2 Mace or longsword, or +1 Chain Mail, or +3 half-plate does not require attunement. OK.

Mace of Disruption: Requires attunement. If you smack a fiend or the undead, you do extra radiant damage. If the critter has fewer than a certain number of HP, it must make a saving throw or be destroyed outright. The foes of the affected type are afraid of you. Also, the weapon glows if you hold it.

Mace of Smiting: +1 damage, more against constructs. Blackjack boats for sale near me. If you roll a 20, you get extra damage, and can destroy constructs on a lucky roll. Does not require attunement.

Immovable Rod: Hey, the thing doesn't move. Ever. Does not require attunement.

Gloves of Thievery: Provides a bonus to Sleight of Hand and DEX checks while wearing them. Does not require attunement.

Most any Cloak of X: Protection, Elvenkind, Invisibility. All of these require attunement, but . . .

Cloak of the Manta Ray: Allows you to breathe underwater, and swim pretty fast. There's another item like this that makes a bubble of air around your head. Neither require attunement.

What's the Common Theme: The key bit here seems to be that if the item is magical because of itself, such as magic armor, it does not require attunement. If the item has powers that only affect the victim or the environment – that is, the magic is outwardly directed – it does not require attunement. But if the thing is basically casting a spell or giving its blessing to the user – something that if malign would be resisted by a saving throw – then you need to attune to it.

It's a fine line. The Cloak of Protection is just a cloak, it's not particularly sturdy. But even it it is sturdy, the bonus to saving throws impacts the wearer as if it were a spell. That requires attunement. The Manta Ray cloak and the bubble-head charm (whatever it is) probably work their magic on the water and air around you, not you. They don't bestow gills, they create a space of breatheable air.

I have no explanation for the Gloves of Thievery. I'd probably force you to attune to them, but perhaps the skill/DEX boost provided is actually a spell that impacts whatever you're working on, not you.

Basic magical swords are just magical. The Mace of Smiting is totally outwardly directed. The Mace of Disruption . . . seems like the mace of smiting, but makes creatures afraid of you (not the mace) and casts light. I suspect it's the fear thing that turns the tables.

Armor that's just magical is simply better made and enchanted. That's inherent to the item. But if it also provides extra spell-like abilities, that requires attunement.

Anything that requires conscious activation seems to require attunement.

House Rules?

Wouldn't be a blog – specifically my blog – without the tinkering. So, here we go. What could we do to tweak out what's basically a good concept?

More Awesome is More Awesome


The first one is easy. Allow the number of magical items to which you can attune vary by character level. Specifically, something like 'you may attune to item equal to your proficiency bonus' would allow two items for beginners, but up to six at very high levels. Another would be you may attune to one item plus half your proficiency bonus. That's still two items at low level, but four at high levels.

In any case, items tend to grow with power at high levels, so another way might be a slot system. Each rank from Common through Legendary is given an effective number of slots: say 1 for Common, 5 for Legendary. You might get a number of slots equal to 1 plus your proficiency bonus, so slots vary from 3 to 7. So you can attune to seven Common items at very high level, or one Legenary item and two Common ones. Or two Uncommon and one Rare. Still limiting, but if you really want to wear seven common items instead of carrying around that Vorpal Sword . . .

Partial Powers


Not attuning to an item having it behave as completely mundane seems off to me. Of course, that thought was started by Ken thinking that any item of +2 bonus or higher, including armor and weapons, requires attunement. I was thinking that in that particular case, the weapon or armor would still be magical, just provide no bonus. Royal 5 slot machine. So not attuning to said Vorpal Sword would give you a magical longsword which could damage creatures that are only harmed by magical weapons (if such exist anymore in 5e), but would not suddenly decaptiate anyone.

Gotta Fight, for the Right . . .


One thing that would be interesting for non-attuned weapons would be that yes, you can still use them, but you have to force the item to obey. You'd need to make some sort of saving throw, and I'm thinking INT, WIS, CHA rather than the physical stuff – basically willpower – in order to activate the item's powers.

In fact, one interesting thing would be to have attunement be a gradual process. Each short rest spent attuning would give you a bonus to the roll to master or attune to the item. You have to successfully use the item in order to claim your next bonus. Eventually, your roll will be high enough that you automatically beat the item's DC. At that point, you're attuned permanently unless you voluntarily switch it out – then you have to start again.

That would make it a bit of a process – and narratively interesting – to get to know a weapon or armor or magical device. If the process were intersting/onerous enough, there's a barrier to switching out.

Naturally, you'd want the DC to go up with item power. So maybe if we use the level analogy above, the DC might be 10 plus twice the slots. So a Common magical item would be DC 12 for mastery, a Legendary one would be DC 20.

Parting Shot

Attunement brings a very cool dynamic to equipping magical items in D&D5. The core concept is very good, and it forces you to be choosy about what items and powers you can have. It keeps the focus, to some extent, on the character rather than the gear – though some of the Legendary items are truly badass, so there is always going to be a certain cache to having that Hammer of Thunderbolts paired with the Girdle of Giant Strength, which is also good.

Tuning the attunement rules also provides knobs for campaign-specific flavor. This is also good.

We'll see what Ken decides to do with it, but I can certainly see options.





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