Arcane/Divine/Psionics Prestige classes: compendium and creation [Archive] - Wizards Community

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Vrykolakas

08-01-06, 07:18 PM
Some time ago, I stumbled upon several arcane/divine/psionic Prcs. I would like your advice on all of them, to try to get one balanced enough to be on par with the official ones. Well, with the well-done official ones ;)

Introduction
My idea is not to make a powerful PrC. It would like an occult equivalent of the bard, a “jack-of-all-(magical)-trades-but-master-of-none)”. I really don't care this PrC sucks at combat (there is way much more thing to do in life than fighting… and when you have to, well, that is why party and fleeing exist!). I don't really care either if 8th and 9th level are only available in Epic (well, this may be impossible without severely bending DD's postulates) but I care if they are not available at all. I would also prefer to avoid the x times per day power / feat (well, actually, getting any free feat left could itself be a challenge)

So far, the best I found with RAW is an (Erudite - Wizard) Cerebremancer (EWC); that is, a cerebremancer whose psionic path progress like an Erudite (its original class), not like a psion. I consider it almost RAW and definitely in the spirit of these classes: maximum versatility, at the cost of power.

Erudite-Wizard Cerebremancer could be converted to (Erudite - Wizard) Psychic Theurge (EWPT) and, of course, the classic (Cleric - Wizard) Mystic Theurge (CWMT). (Erudite - Wizard).

Now, the question is: can we get the three of them. No official PrC allows it. Is it for a matter of game balance, or because they think there is no roleplay value attached to it (if so, I mind to protest: occult curiosity is perfectly acceptable as a motive).

Proposed names

Nexus — already taken (http://boards1.wizards.com/showpost.php?p=5543618&postcount=1)
Supernaturalist — already taken (http://boards1.wizards.com/showpost.php?p=3496533&postcount=31)
Occultist — conjure up the image of a cloistered searcher
Confluence — maybe to bombastic
Something with “Mind” — but what?
Something with “Psy” — but what?


Would-be Occultists catalog
As for officious PrC, Here what I found:


Dark Sun 2E (yeah, I know, not PrC, not even 3E): Psionicist/Mage/Cleric
Rolemaster (Arcane Companion, same notice as above): Arcanist and Wizard
Cerebral Theurge (http://boards1.wizards.com/showpost.php?p=9735765&postcount=2) (name has to be changed)
Supernaturalist (http://boards1.wizards.com/showpost.php?p=9735769&postcount=3) (quite a good name, but considered as a useless class)
Thaumaturgic Mentalist (http://boards1.wizards.com/showpost.php?p=9735781&postcount=4) (not the best name on Earth… or elsewhere)
Psychomancer (http://boards1.wizards.com/showpost.php?p=9735788&postcount=5)


Other interesting ideas

An Arcane Hierophant with psionics too would very great, but also severely overpowered, no? This actually is the Wild shape I am interested into. Arcane psychophant? There is also the credibility question: what is the rationale for a psy druid? Nature and mind are quite opposed… And an Erudite basic class leading to a druid is rather strange (except if curiosity is the motivation, but, well…); a wilder would fit better, but then we abandon the generalist idea behind the Erudite.
A Psionic Geomancer also has the game balance and credibility problem. Plus, it doesn't have Wild shape.
A character with all of a School (arcane) a Domain (divine) and a Mantle (psionics)


Below are the different Prc. I just copied and pasted, with on occasionnal typographic correction.
Vrykolakas

08-01-06, 07:18 PM
Original post (http://www.dndonlinegames.com/showthread.php?t=2232)

I posted this on WotC earlier, I made it to bridge the gap between all three magics. Psionics, divine, and arcane. It's a simple PrC.

I looked at the Mystic Theurge, Cerebremancer, and the newly created Sacred Brain and I wasn't satisfied. So, you guessed it, i put the whole lot together. You can guess most of the rules, but i felt like typing it up anyways. Right now i'm working on a name.

Cerebral Theurge
The amazing feat of combining the divine, the arcane, and psionics has done by the select few who call themselves Cerebral Theurges. They access the magical writings of the arcane, the religious might of the divine, and the mental pathways of the psionic. They take magical/psionic versatility to a level that no one else has seen.
The most common Cerebral Theurges are Cleric/Wizard/Psions. Sorcerer Cerebral Theurges are less common then wizards but not by much. Druid Cerebral Theurges are very uncommon and Wilders are equally so. Other spellcasting/manifesting classes are too worthless to take levels in Cerebral Thuerge (i.e. Psychich Warrior, Bard).

Requirements
To qualify to become a Cerebral Theurge a character must fulfill the following criteria

Skills: Knowledge (arcana) 6 ranks, Knowledge (religion or nature) 6 ranks, Knowledge (psionics) 6 ranks.
Spells/Powers: Be able to cast/manifest 2nd level divine spells, 2nd level arcane spells, and 2nd level powers.


Class Skill
The Cerebral Theurges class skills (and key abilities) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion or nature) (Int), Sense Motive (Wis), Spellcraft (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are features of the Cerebral Theurge

Weapon and Armor Proficiencies: Cerebral Theurges gain no proficiencies
Spells per Day/Powers Gained: When a Cerebral theurge level is gained the character gains new spells/powers/power points as if he had gained a level in any one arcane spellcasting class, divine casting class, and manifesting class.


Follow the Mystic Theurge table in the DMG for BAB, saves, and spells per day except add “+1 level of manifesting class” to the Spells per Day (I realize powers aren't spells).
Vrykolakas

08-01-06, 07:19 PM
Original post (http://boards1.wizards.com/showpost.php?p=3496533&postcount=31)

Requirements

Knowledge(Arcana): 12 ranks
Knowledge(Religion or Nature): 12 Ranks
Knowledge(Psionics): 12 Ranks
Psicraft: 8 Ranks
Spellcraft: 8 Ranks
Concentration: 6 Ranks
Spellcasting: Ability to cast 4th level arcane Spells, and 4th level Divine Spells
Psionic Manifesting: Ability to Manifest 4th level Psionic powers


Class Skills
A supernaturalist's class skills include all of the following:
Autohypnosis (Wis, Trained Only), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(All skills, Purchased Individually (See Notes)) (Int; Trained Only), Profession (Wis; Trained Only), Psicraft (Int, Trained Only), Spellcraft (Int; Trained Only), Use Magic Device (Cha; Trained Only), Use Psionic Device (Cha; Trained Only);
Skill Points Per Level: A supernaturalist gains 4+Int Modifier skill points per level (See Notes)

Special Abilities and Spellcasting/Psionic Manifesting:

Special: Device Use Synergy;Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class
Special: Insight +1 (Psi/spell-craft), Advance Specials 1;Spellcasting etc.: Bump EFFECTIVE levels up one (See text)
Special: Synergize Spell/Psi-Craft; Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class
Special: Advance Specials 2, Insight +1(Use * Device), Spell/Power Resistence; Spellcasting etc.: Bump EFFECTIVE levels up one (See text)
Special: Insight +1 (Relevant Knowledge), Insight +2 (Spell/Psi-Craft), More in a Day; Spellcasting, etc.: +1 level of existing Arcane Spellcasting Class/+1 Level of Existing Divine Spellcasting Class/+1 Level of existing Psionic Manifesting Class

Class Features

Weapon/Armor proficiency: No new weapon or armor proficiencies gained (See Notes).
Spellcasting/Psionic Manifesting: The usual drill; At the levels listed, spells/power points per day, and spells/powers known advance, but other class features from the preeqisting casting/manifesting classes don't. If you have more than one eligiable class for a particular increase, choose only one, etc...
At the levels where it says to “Bump EFFECTIVE levels up one”, the caster/manifester level for ONE of the character's (existing) psionic Classes, ONE of the Character's (existing) Arcane Spellcasting classes, and ONE of the Character's (existing) Divine Spellcasting classes increases by one for the purposes of level dependent effects (maximum range limit, metapsionic cap, etc.) ONLY, but not for the purposes of spells/powers known or for spells/power points per day.
Device Use Synergy: A supernaturalist with 5 or more ranks in Use Psionic Device gains a +2 synergy bonus to use Magic Device checks; A supernaturalist with 5 or more ranks in Use Magic Device gains a +2 synergy bonus to use Psionic Device checks
Insight: At second level a supernaturalist gains a +1 insight bonus to psicraft and spellcraft checks, at 5th level, this insight bonus increases to +2, at 4th level a supernaturalist gains a +1 Insight Bonus to Use Magic Device and Use Psionic Device checks, at 5th Level a supernaturalist gains a +1 bonus to Knowledge(Arcana), Knowledge(Psionics), and Knowledge(Religion) and/or Knowledge(Nature) (They gain the bonus in whichever skill they have twelve or more ranks in, or they gain it to both skills if they have twelve or more ranks in both) checks.
Synergize Spell/Psi-Craft: A supernaturalist of third level or higher with 5 or more ranks in Psicraft gains a +2 synergy bonus to Spellcraft checks; A supernaturalist of third level or higher with 5 or more ranks in Spellcraft gains a +2 synergy bonus to use Psicraft checks. (Note that, due to the prerequisites for/to this prestige class, these synergy bonuses will apply to pretty much ALL of the class' third+ level members)
Spell/Power Resistance: At 4th class level, a supernaturalist gains Spell Resistance and Power Resistance of 6+their Charisma bonus, but not higher than 9+their supernaturalist class level
More In a Day: At 5th level a supernaturalist gains the ability to gain either 1 additional power point, or one additional level 1 divine or arcane spell each day. The decision of weather to get an extra power point, an extra divine spell, or an extra arcane spell is chosen when the character regains their spells and powers.
Advance Specials: At second and fourth level a supernaturalist advances the SPECIAL ABILITIES progression (ie. all of that stuff that doesn't get advanced when the spellcasting advances) of one of their Arcane Spellcasting Classes, One of their Divine Spellcasting classes, and One of theier Psionic Manifesting classes by one level.


Others

Base Attack Bonus: As Wizard (one half class level)
Fortitude Save: Bad
Reflex Save: Bad
Will Save: Good

(See Notes, and above)

Notes on the 'Supernaturalist' PrC:

Optionally, on the class skills list, 'Knowledge(All skills, purchased individually), may be changed to 'Knowledge(Arcana), Knowledg(History), Knowledge(Nature), Knowledge(Psionics), Knowledge(The Planes), and Knowledge(Religion)'
To make this class less powerful, the DM may choose to lower the class's skillpoint acquisition to 2 or 3 +int modifier skill points per level
Optionally, this class may grant a new member proficiency in a type of weapon or armor which the character has owned a magical or psionic copy of for a prolonged period of time without gaining proficiency in it
You may be asking yourself “Why did he include base attack bonus and saving throw progressions for what is ‘obviously an epic prestige class’ (judging by the prerequisites)?” and the answer is like this: It is possible to qualify for this class by level fifteen, and thus complete the class's progression before the epic levels if one takes a prodigious amount of prestige classes (specifically, they would have to take the following class levels: nine-level Arcane Spellcasting Class 3/Nine-Level Divine Spellcasting Class 3/ Nine Level Psionic Manifesting Class 3/Mystic Theurge 2/Ceremancer 2/Sacred Brain(See Above) 2), indeed, this is what I had in mind when I designed the class. (Incidentally, if you are going to use this Prestige Class in your campaign, I would reccomend using the fractional Base Attack Bonus, and Base Save Bonus progression Rules from Unearthed Arcana or you're going to wind up with a character with a ridiculously high willpower saving throw, and a ridiculously low everything else).
Do you think that this class might be a bit overpowered?

If you actually think that this prestige class is underpowered, you can make the following changes:

Add Search, Spot, Listen, and Speak Language to the list of class skills
Add the Following abilities

Bonus Feat: at first level, a supernaturalist gains a bonus Psionic, Metapsionic, Metamagic, Magical or Psionic Item Creation, Spelltouched, Divine, or Wild feat, OR any of the following feats: Magical Aptitude, Autonomous, Spell Focus, Skill focus(Spellcraft, Psicraft Use Magic Device, or Use Psionic Device), Practiced Spellcaster, or Spell Penetration
Conversion: A supernaturalist can convert spell slots and power points into power points and spell slots for other classes. The decision to make these conversions must be made when spells and power points are regained. At first level there is a loss of three spell levels each time that this is done (So a 4th level spell slot, yields one power point, or a first level spell slot in another class, and 9 power points yields a first level spell (and 7 power points yields a level 0 spell)). At third level this decreases to a loss of only two spell levels (So a 4th level spell slot, yields three power points, or a second level spell slot in another class, and 9 power points yields a second level spell (and 5 power points yields a level 0 spell) et cetera). At 4th level spell slots or power points from any class, can be converted to spell slots or power points for a class which casts its spells or manifests its powers spontaneously at any time, not just when spells and power points are regained. and at 5th level the loss of spell level for conversion is reduced to only one.


To make it even MORE powerful make the additional changes below:

Add appraise to the list of class skills
Add the following special ability:

Supreme Spell Versatility: This works like the spell versitility abilities of the “Geomancer” prestige class (From The Complete Divine), except that the character can also mix in manifesting parameters from their psionic classes. 'Supreme Spell Versatility 0' is gained at level 1, 'Supreme Spell Versatility 1' is gained at level 2, and 'Supreme Spell Versatility 2' is gained at level 4. (If you want to make it even more powerful, you can advance Supreme Spell Versatility again at level 5, or advance it at all levels). Every time the Supreme Spell Versatility ability advances, it also advances any regular Spell Versatility ability that the character has by one level.
Vrykolakas

08-01-06, 07:21 PM
Original post (http://boards1.wizards.com/showpost.php?p=4681531&postcount=90)

“It all has to come from somewhere, doesn't it?”
HD: d4

Requirements:
To qualify as a Thaumaturgic Mentalist, a player must have the following:

Skills: Concentration 13, Knowledge (arcana) 6, Knowledge (religion) 6, Knowledge (psionics) 6
Feats: Practiced Spellcaster (Arcane spellcasting class), Practiced Spellcaster (Divine spellcasting class)
Arcane: Able to cast level 2 arcane spells
Divine: Able to cast level 2 divine spells
Psionic: Able to manifest level 2 powers.


Class Skills
Concentration, Knowledge (Arcana), Knowledge (Religion), Knowledge (Psionics), Psicraft, Spellcraft.

Progression

Lvl BAB F R W Spells/Powers Known Power Points Special
1 +0 +0 +0 +2 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class E Uno Plures*
2 +1 +0 +0 +3 +1 Arcane/+1 Divine/+1 Manifester +2 Psionic Class Analytical Mind
3 +1 +1 +1 +3 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Relieve Strain I
4 +2 +1 +1 +4 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Social Neglect I, Rigorous Memorization
5 +2 +1 +1 +4 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Relieve Strain II
6 +3 +2 +2 +5 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class
7 +3 +2 +2 +5 +1 Arcane/+1 Divine/+1 Manifester +2 Psionic Class Social Neglect II, Relieve Strain III
8 +4 +2 +2 +6 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class
9 +4 +3 +3 +6 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Channelling Mastery I
10 +4 +3 +4 +7 +1 Arcane/+1 Divine/+1 Manifester +1 Psionic Class Channelling Mastery II

Spells/Powers Known
The Thaumaturgic Mentalist will learn spells, Arcane and Divine, just as if he had gained a level in both his arcane and divine caster classes. He does not, however, gain addition spells per day, only knowledge of the spells. Wizards may learn new spells just as if they scribed them into their books by making an appropriate spellcraft check. He will also learn new powers as if had gained a level in a previous psionic class. Characters with more than one arcane, divine, or psionic class must specify which to advance.

Power Point Reserve
The Thaumaturgic Mentalist's continues to grow as if he was gaining levels in his psionic class. At 2nd and 7th level, the Thaumaturgist gains power points as if he had advanced two levels in his psionic class. Characters with more than one psionic class choose the class with the slower power point progression.

E Uno Plures: The Thaumaturgic Mentalist begins to see his mind as tool used to craft his other abilities, including his ability to work arcane magic as well as divine magics.
His spells per day for arcane and divine spells become 0, and he loses his bonus spells. Spell levels are assigned power point costs identical to power levels. If the caster class prepares his spells (similar to a wizard or cleric), then the cost is augmented by 2. Spells that could be sponteneously cast have costs reduced by 2, with a minimum cost of 1 point. Spells that are sponteneously casted are not considered prepared, and therefor do not have the additional +2 cost. This is all depicted in the table below in the "Other Points of Interest" section.

The character has learned that her mind is the tool by which all his powers flow, and will expend points from his power point reserve in order to cast all these spells. Wizards must still carry a spellbook and look over it during their eight hours of rest if they are to be able to cast arcane spells. If a wizard is not able to look over his spellbook during this period, he may not spent points on arcane spells. The Thaumaturgic Mentalist caster level for arcane spells and divine spells is equal to his total character level for all purposes affecting spell-related DC checks.

Analytical Mind: The Thaumaturgic Mentalist has learned think fast and on his toes. He gains a +2 competence modifier to initiative.

Relieve Strain: Once per day, the Thaumaturgic Mentalist may expend his psionic focus as a move action to reduce the cost of an arcane spell, divine spell, or psionic power by 2. At level 5, this ability allows the caster to reduce the cost by 4, and may be used twice per day. At level 7, this ability allows the caster to reduce the cost by 6, and may be used three times per day. This ability may not be used in conjunction with divine spells that could be sponteneously cast.

Social Neglect: The Thaumaturgic Mentalist's intense training, studying, and praying leave little to no time for personal grooming and honing charm. The Thaumaturgic Mentalist takes a -2 competence penalty to Diplomacy, Bluff, and Perform. At 7th level, this penalty rises to -4.

Rigorous Memorization: The Thaumaturgic Mentalist has honed his memory and consequently no longer needs a spellbook if he has had previous need for one.

Chanelling Mastery: At 9th level, the power point cost for all the Thaumaturgic Mentalist's spells and powers decreases by 1. At 10th level, this decreases by an additional 1, bringing the total cost down by 2. The minimum cost is still one.

Other Points of Interest
Power Point Costs
Spell PP Prepared Sponteneous
Lvl Cost Spell Cost Cost
1 1 3 1
2 3 5 1
3 5 7 3
4 7 9 5
5 9 11 7
6 11 13 9
7 13 15 11
8 15 17 13
9 17 19 15


Ex Thaumaturgic Mentalists
Thaumaturgic Mentalists who leave the path keep the revised spellcasting method for spell levels they've already achieved. Any spell levels after that point, however, are cast as normal spells.
Ex Thaumaturgic Mentalists abandon their way of thinking and lose the penalty gained from Social Neglect, and subsequently lose the Analytical Mind ability.
Vrykolakas

08-01-06, 07:22 PM
Original post (http://boards1.wizards.com/showpost.php?p=3113855&postcount=2)

Submitted for your perusal: the EXPANDED PSYCHOMANCER Note that this class is specifically for Wizard/Psion multi-class characters. I'll be doing a separate Wilder/Sorcerer class, which will apply the Wild Surge mechanic to Sorcerers, because it's cool.

Requirements

Feats: At least one Metamagic and one Metapsionic Feat
Skills: Spellcraft 8 ranks, Psicraft 8 ranks
Spells: Ability to cast 2nd level spells as a Wizard
Powers: Ability to manifest 2nd level powers as a Psion


Class Benefits

Hit Die:[/I] d4
BAB:[/I] poor (as Wizard or Psion)
Good Save:[/I] Will
Bad Saves:[/I] Fort, Reflex
Skill Points:[/I] 2 + Int bonus/level
Class Skills:[/I] Concentration, Craft(Any), Knowlege(Any), Profession(Any), Psicraft, Spellcraft



Abilities by Level:
Lev BAB F/R/W Manifester and Spellcaster Level Special
1 +0 +0/0/2 +1 Wizard Level Psi/Spell Power
2 +1 +0/0/3 +1 Psion Level Meta-Synergy
3 +1 +1/1/3 +1 Psion and Wizard Level --
4 +2 +1/1/4 +1 Wizard Level Crystaline Familiar
5 +2 +1/1/4 +1 Psion Level Psionic Metarcana
6 +3 +2/2/5 +1 Psion and Wizard Level --
7 +3 +2/2/5 +1 Wizard Level Eldrich Sublimation
8 +4 +2/2/6 +1 Psion Level Psychomotive Penetration
9 +4 +3/3/6 +1 Psion and Wizard Level --
10 +5 +3/3/7 +1 Psion and Wizard Level Mental Arcana


Special Abilities

Psi/Spell Power: At every level of Psychomancer that does not grant a full level of Wizard or Psion, the character's caster level or manifester level nonetheless increases. Thus, a Telepath5/Wizard5/Psychomancer3 will prepare a number of spells consistant with being a 7th level Wizard, but his caster level is 8.
Meta-Synergy (Ex): The character can apply Metapsionic Feats to arcane spells and Metamagical Feats to psionic powers. The standard conversion of +1 level = +2 power points applies. (When applying a Metapsionic Feat, the character must still expend his Focus.)
Crystaline Familiar (Ex): If he wishes, the character may merge his Psi Crystal and his Familiar into a single entity. The merged entity looks like his familiar with a crystal embeded in its body somewhere (the back, belly and head are popular locations). Each part tracks HP separately, and attacking the Psi Crystal requires a Sunder action. His Familiar takes on crystaline traits, gaining DR 2/- at 3rd level, and +1 additional point of DR every two levels (up to a maximum of DR 8/- at Epic levels). If either part of the merged entity survive an attack, the other part will re-grow in one week.


Even if he has no Psi Crystal, his Familiar takes on crystaline traits, gaining the DR presented above.

Creating a merged entity requires a Familiar, a Psi Crystal, one day and 1,000 gp of materials. Should the both parts of the merged entity be slain, the Psychomancer loses 400 xp/level (Fort save [DC 20] for half).


Psionic Metarcana (Su): The character can apply a metamagic (or metapsionic) feat to one of his spells "on the fly", without using a higher-level spell slot or increasing the casting time. Instead, he must pay 2 PPs for each level that the spell would have been raised. For example, a Wizard could Quicken his prepared Fireball by paying 8 PPs at the time of casting. The caster may spend up to his Psychomancer level in power points. This is a free action. (Using a Metapsionic Feat in this manner still requires expending Psionic Focus.)
Eldrich Sublimation (Sp): The character may spontaneously convert prepared spells into power points, at the rate of one power point per spell level sacrificed. This is a standard action which provokes an attack of opportunity.
Psychomotive Penetration (Su): The character may expend power points to boost the penetrative effects of one of his spells. For every 2 power points spent, the character gains a +1 bonus on his next caster level check to beat spell resistance. Spending power points in this way is a free action. The caster may spend up to twice his Psychomancer level in power points this way.
Power Preparation (Ex): If the arcane caster is able to prepare spells, he may prepare a psionic power as a spell of equal level (that is, in place of preparing a spell of that level). "Casting" the power does not consume power points, but the Power may be augmented as usual. The caster level is the character's psion level, despite its occupation of a spell slot.
Mental Arcana (Su): The character can cast a prepared spell as a purely mental action. Invoking this ability expends the spell and uses PPs as though the spell were a power of the spell's level. (In other words, a paralyzed Wizard could cast a prepared Dispel Magic on himself, but it would cost him 5 PPs in addition to using up the prepared spell.) The mental Power evokes a Display depending on the normal spell's components:

Material = Mental
Somatic = Visual
Verbal = Auditory

A spell with expensive material components can be cast, but with an additonal XP cost of 1 XP per 5 GP.
A spell with a Focus cannot be cast as a mental actions if the Focus is unavailable.
Vrykolakas

08-01-06, 07:24 PM
Voilà, this is all. Please notify me of any other. And please send feedbacks ;)
Vrykolakas

08-01-06, 07:32 PM
This post just to have a useful reminder. You can bookmark it for your own use too: http://boards1.wizards.com/showpost.php?p=9735840&postcount=7

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