Date: Wed, 09 Feb 1994 14:36:37 -0800 From: Knudsenm@wpsmtp.ohsu.edu To: wsbusr1@urc.tue.nl Subject: spells for priest and mage ============================================================== mage spells ============================================================== Bushwack (Alteration, Evocation ) Level: 3 Range: 120 yard Components: V,S,M Duration: 2 rounds/level Casting Time: 3 seg Area of Effect: 1 to 4 creatures in 20' cube Saving Throw: Negates This spell holds up to four humanoid creatures completely immobile for five or more rounds. The Bushwack spell effects any humanoid of mansized or smaller including; brownies, dryads, dwarves, elves, gnolls, hobgoblins, nixies, trogladites and others. The spell is centered on a point selected by the caster and brings into effect sturdy vines which spring from the floor (or mid-air if no surface is within the area of effect) and attempt to wrap the target creature in a cocoon-like entrapment. If the spell is cast at three or four creatures, each gets an unmodified saving throw. If only two creatures are targeted, each makes it's saving throw with a -1 penalty. If the spell is cast at only one creature, the saving throw suffers a -3 penalty. Those creatures failing their saving throws are unaffected by the spell. Creatures failing their saving throws are fully enwrapped in the vines, whisked off their feet and held upside down approximately one foot off the ground. Held beings may not move nor speak, nor may they see or hear what is happening around them. The held creatures may be freed if the vines sustain damage equal to one half the casters total hit points but any damage applied to the vines is equally applied to creatures held within them. The caster may end the spell with a single utterance at any time. The material component for this spell is a piece of creeping ivy. Deaudionoyance (Alteration) Level: 3 Range: 120 yards Components: S,M Duration: 3 rounds/level Casting Time: 6 seg Area of Effect: 1 creature/ 3 levels Saving Throw: None This spell is similar to the spell "Silence 15' Radius" but instead of silencing an area, it effects singular creatures and their equipment. Note that this spell must be cast upon living creatures (including plantlife) only and has no effect upon non- personal equipment. Thus if the spell were cast upon a guard, and that guard struck a gong, the gong would sound, while if the guard where to try blowing a horn, no sound would issue forth. The caster may end the spell any time prior to the duration. The material component of this spell is two small pieces of cotton. Missile Multiplication Level: 4 Range: Touch Components: V,S,M Duration: 1 round/level Casting Time: 5 seg Area of Effect: 1 missile/3 levels Saving Throw: None When this spell is cast, the missiles effected by it multiply when fired adding an additional 1d4 missiles. Each missile must roll to hit separately but do get the to hit and damage bonus of the original missile. The duplicate arrows last until the spell duration expires and then dissipate. The material component of this spell is a 2" finely crafted arrow. Sunscreen Level: 2 Range: Touch Components: S,M Duration:30 min/level Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: None Through the use of special oils applied to the skin, this spell negates the effects of sunlight on the effected creature. Aside from blocking ultraviolet rays, it also dims the brightness of the light to an acceptable level (by drow standards). The material components of this spell are exotic oils costing 100 gold pieces (more for larger creatures). Disguise Level: 4 Range: Touch Components: V,S,M Durations:1 turn/level Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: None This spell changes the appearance, smell, and vocal sounds of the effected creature. The size of the creature may be changed up to 2" per level of the caster. The effectiveness of disguising a creature as one of another type depends on the casters familiarity with the target creature (left to the DM's discression). Note that this spell does not imbue any of the racial abilities or resistances of the disguise type creature. The material component of this spell is a piece of colored clay. Create Poison Level: 4 Range: 1"/level Components: S,M Duration: 1 round/level Casting Time: 4 seg Area of Effect: Special Saving Throw: Special This spell creates a poisonous liquid or gel. The potency of the poison is dependant upon the level of the caster. The saving throw against the poison is -1 per 3 levels of the caster. Up to one ounce of poison per casters level may be created and be of contact, ingestion, or injection type. Note that any creature normally immune to poison will be totally unaffected by this spell. The material component of this spell is a wand of hemlock. Blades of Fury Level: 5 Range: 1"/level Components: V,S,M Durations: 1 round/level Casting Time: 6 seg Area of Effect: Special Saving Throw: None This spell brings into being illusionary longswords that strike creatures designated by the caster. One sword per three levels is created and may be divided among targets as the caster wishes. Note that it takes a round of concentration to redirect swords to a new target but any or all swords may be redirected in that single round. Each sword does damage as a magic missile plus until the target creature makes a save, they take damage from the sword. Creatures believing the illusion may not successfully complete spells requiring semantics. The material component of this spell is a 2" finely crafted longsword. Rune I Level: 4 Range: Special Components: V,S,M Duration: Until discharged Casting Time: 1 turn/spell level Area of Effect: Special Saving Throw: Special This spell allows a caster to inscribe a rune containing the energies of one spell up to third level. Instructions of up to one word per level may be given to control the rune. The material component of this spell is 100 gold pieces in gems and inks per level of the spell contained in the rune. Web Strand Level: 1 Range: 1"/level Components: V,S,M Duration: 2 rounds/ level Casting Time: 1 seg Area of Effect: 1 creature Saving Throw: Negates This spell creates a single strand of web that enwraps the target creature much like a spider wraps it's prey. A successful saving throw means the victim has dodged the web and is unaffected. Enwrapped creatures may break free if they make a successful bend bars - the casters level, otherwise they are held immoble. The material component of this spell is a piece of spider web. Bloodfire Level: 3 Range: 1"/level Components: V,S,M Duration: Special Casting Time: 2 seg Area of Effect: One Creature Saving Throw: 1/2 (check each round) This spell engulfs the target creature in a black and crimson glow that causes 1d4+1 points of damage every other level (as magic missile) on the first round, diminishing 1d4 per round until reaching 0d4. If the targeted creature makes it's saving throw, it takes half damage that round. Protection from Stoning Level: 3 Range: 20' radius Components: V,S,M Duration: 2 rounds/level Casting Time: 3 seg Area of Effect: One creature/3 levels Saving Throw: None This spell completly protects the effected creatures from all forms of attack that change flesh to stone for the duration of the spell. Once cast, the effected creatures may leave the 20' radius and still be protected from stoning. Spiderbite Level: 4 Range: 1"/level Components: V,S,M Duration: Instantanious Casting Time: 4 seg Area of Effect: Up to 3" rad. Saving Throw: Negates This spell injects all creatures within the area of effect with an amount of poison capable of affecting them (dependant upon thier body mass). All creatures in the area of effect are entitled a saving throw versus poison to negate the effects of this spell. Any creature not normally effected by poison is totaly immune to this spell. Electric Shroud Level: 4 Range: Touch Components: V,S,M Duration: 2 rounds +1/level Casting Time: 4 seg Area of Effect: One Creature Saving Throw: Special The creature effected by this spell immolates in a shroud of crimson electricity. The spell embues a +2 saving throw versus electrical attack (1/2 or no damage). Any melee attack made against the recipient of this spell results in a shock doing 1d4+1 hit points of damage per caster level. Thunderclap Level: 3 Range: None Components: V,S Duration: Instantanious Casting Time: 3 seg Area of Effect: 20' radius Saving Throw: Negates At the completion of this spell, a powerful sound wave emmanates from the caster in a deafening boom. All creatures (excluding caster) must save versus magic or be stunned for 1 round per 3 levels of casters ability. Creatures making a successful save are deaf for 2 rounds every other level of casters ability (as per magic missile). Stunned creatures fall to the ground and are incapable of any actions. Cavevision Level: 3 Range: 1" per level Components: V,S,M Duration: 1 hour/level Casting Time: 3 seg Area of Effect: 1 creature Saving Throw: None This spell enables the recipient to see in total darkness as if there was torchlight up to the range of the spell. Magical darkness will still appear as complete darkness. Armor Level: 4 Range: Touch Components: V,S,M Duration: 1 turn/level Casting Time: 4 seg Area of Effect: 1 creature Saving Throw: None This spell armors the recipient creature in a magical aura. The armor bonus is 4 plus one AC rating per every other level of experiance. Thus a 7th level caster would get an armor class of 2, while a 11th level caster would get an armor class of 0. If actual armor is worn, the better of the two (real armor versus spell armor) is used. This spell works with rings and other magical protections plus the creatures dexterity bonus if any. Shadow Bolt Level: 4 Range: 60 yrds + 10 yrds/lvl Components: V,S,M Dur: Instant. Casting Time: 3 seg Area of Effect: One or more creatures Saving Throw: 1/2 Use of the Shadow Bolt spell creates black bolts of magical energy, one missile plus one missile every other level (as per magic missile) that streak from the magic users hand. The missiles do 1d6 points of damage and may be directed in a 60 degree arc. Dispelling Bolts Level: 4 Range: 2"/level Components: V,S,M Duration: Instantanious Casting Time: 5 seg Area of Effect: One or more creatures Saving Throw: None This spell sends out bolts much like the magic missile spell. One bolt every other level of casters ability is created. Creatures hit by a bolt are treated as if a dispel magic had been cast upon them. Charm Mammal Level: 3 Range: 1"/level Components: V,S,M Duration: Special Casting Time: 5 seg Area of Effect: One Mammal Saving Throw: Negates This spell is exactly the same as the first level wizards spell "Charm Person" except that it affects all mammals. Privacy Level: 6 Range: Special Components: V,S,M Duration: Special Casting Time: 6 seg Area of Effect: Special Saving Throw: Negates This spell gives some protection against scrying. It uses the magical forces of the scrying to trace a path back to the caster and assault them. Upon the casting of this spell, a force of magical energy is sent back to the scryer. If the scrying is being done by an object, it must make a saving throw against crushing blow or be destroyed. If the saving throw is made, that objects scrying power is locked to the spot (not the object) it is currently scrying for 1 turn per level of caster. If the scrying is being done by a creature (by spell or natural ability), the creature must make a saving throw versus spell or take of 1d6 damage per level of the caster (half damage if save is successful). Protection from Psionics Level: 5 Range: Touch Components: V,S,M Duration: 1 rd/lvl Casting Time: 5 Seg Area of Effect: One Creature Saving Throw: None This spell protects its recipient from all psionics attacks made directly against them. ================================================================= priest spells ================================================================= Godly Protection (Conjuration/Summoning) Reversable Level: 4 Sphere: All Range: 60 yards Components: V,S,M Duration: 1 rd/lvl Casting Time: 1 rd Area of Effect: 50' cube Saving Throw: None Upon casting this spell, the caster raises the moral of friendly creatures and any saving throws they make against fear effects by +5. Furthermore, it favorably modifies all of thier dice rolls by 4. This spell however, may only be cast upon creatures not engaging in any othis activity during that round. Once a creature has come under the effects of this spell, they may leave the 50' cube and still retain it's effects until the duration expires. The reverse of this spell (godly damnation) forces all creatures within the area of effect to save vs magic or suffer a negative modifier of 4 to all future dice rolls for the duration of the spell. Material component for both versions of this spell is the clerics holy symbol. Appetize (Alteration) Reversible Level: 2 Sphere: All Range: Touch Components: S,M Duration: 1 turn/lvl Casting Time: 2 seg Area of Effect: 1' cube/lvl Saving Throw: None This spell diguises unappetizing foods (such as raw hearts) as delicious foodstuff. The type of food to be copied is up to the caster but cannot be changed until the spell is eithis dispelled or the duration has expired. The reverse of this spell (putricize) makes for utterly unpalatable to humaniods. To eat putricized food, the eater must roll thier constitution -5 or begin vomiting for 1d4 rounds. The material component for this spell is a pinch of cinnamon. Rally (Alteration) Level: 6 Sphere: All Range: Touch Components: V,S,M Duration: Special Casting Time: 6 seg Area of Effect: Special Saving Throw: None This spell allows the cleric to call aid to herself. When the spell is cast upon a willing creature a condition is set (usually a command word) that will instantly transport the creature to the cleric (aka word of recall). The cleric may choose the creatures arrival point as long as it is within the clerics line of sight. Note: Creature not willing to be transported may save versus magic to resist the calling. Tentical Focus (Alteration) Level: 4 Sphere: All Range: Touch Components: V,S,M Duration: 1 rd/lvl Casting Time: 4 seg Area of Effect: 1 rod Saving Throw: None This spell focuses the clerics spells through her Tentical rod (minor or major) for the duration of the spell. The effect of this spell is that the cleric's touch spells are allowed multiple chances to strike the target (note: multiple tentical strikes still allows the spell to take effect only once). The damage from the tentical rod is still calculated normally. The material components for this spell are the clerics tentical rod and her holy symbol. Impregnate (Necromantic/Alteration) Level: 4 Sphere: All Range: Touch Components: V,S,M Duration: Instantanious Casting Time: 5 turns Area of Effect: One creature Saving Throw: None This spell impregnates a female creature with a healthy, normal fetus. The caster may choose the fetus's sex. The incubation period for the fetus is half of what the normal birthing time would be but the recipient of the spell will be in considerable pain for the first week and last month of the birthing period (ie -2 to all rolls). The material component for this spells is a 15" smooth obsidian rod. Detect Enemy (Divination) Level: 2 Sphere: Divination Range: 0 Components: V, M Duration: Instantaneous Casting Time: 2 Area of Effect: 1-yard per level radius Saving Throw: None By casting this spell, the priestess may determine whethis there are creatures within the area of effect that bear hostile intent toward her. The spell will reveal the direction of the creatures, even if they are invisible, ethereal, astral, or out of phase. Note that this spell does not reveal anything about the alignment or motives of the creatures in concern. Silver Tongue (Enchantment/Charm) Sphere: Charm Range: 0 Components: V, M Duration: 1 round per level Casting Time: 5 Area of Effect: One or more persons listening Saving Throw: Negates This spell grants the priestess the ability of fast talking: during the spell's duration, the priestess is able to talk and talk and talk, thus gaining the undivided attention of those listening, provided they can understand the priestess. Note that all hearing the priestess will be affected by this fast talking: party members are affected too. The second use of this spell is to increase the morale of hirelings, followers and henchmen: prior to a fight, the priestess can encourage them by talking vividly for one round, thus increasing their morale by two points plus one for every two levels above first, up to a maximum of 5. Thus, a fifth or sixth level priestess will increase the morale by 4 points. Guardian Watch (Conjuration/Summoning) Level: 2 Sphere: Elemental (Earth), Summoning Range: 30 yards Components: V, S, M Duration: 8 hours Casting Time: 1 round Area of Effect: 20-yard radius sphere Saving Throw: None This spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1 pound, the elemental will cause the ground to shiver and wake people up (detection of creatures is by movement and vibrations across the ground). The elemental can also form a hand and try to trip intruders (the guardian is semi-intelligent and can remember simple commands from the priestess, i.e. like who the party members are). The guardian is hard to detect and will almost always trip from surprise. Opponents get a save vs. magic to avoid tripping - a save means they just felt something trying to grab their leg. The material components of this spell are the priestess's holy symbol and a live worm. Quick Step (Alteration) Level: 2 Sphere: Charm Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: One creature/lvl Saving Throw: None This spell allows one creature to be able to run at full speed without getting tired over stone, dirt, or grass. At the end of the duration, the creature must stop for 1 turn for each hour it was running. During this time it can do nothing except drink liquids and small, light portions of food. At the end of this resting period, the creature will start to regain enough energy to be able to carry on normal activities (i.e. eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (i.e. fight, run, etc.). This spell will work on horses, pack animals, etc. The material component for this spell is a small piece of leather. Bat Sense (Alteration, Divination) Level: 3 Sphere: Divination Range: Touch Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: None When this spell is cast, it enables the recipient to be able to sense objects, creatures, etc. around him as a bat would (i.e. by the reflection of sound waves). To use this ability, the recipient must spend one round "switching" her sensory input. While using this capability, he must keep her eyes closed. This spell will reduce a thief's move silently percentages by 50%. Also invisible creatures may be "seen" using this spell. The recipient can "see" things up to 60 feet away from him. When using this ability, if the recipient is within the effect of a shout spell, horn of blasting, or similar phenomenon, then he must make a save versus death or be stunned for 1d6 rounds and have a 40% chance of becoming deaf (eardrum ruptures). Command II (Enchantment/Charm) Level: 2 Sphere: Charm Range: 30 yards + 10 yards per level (and within hearing range) Component: V Duration: 2 rounds Casting Time: 2 Area of Effect: One creature Saving Throw: None This spell is an improved version of the Command spell (see the first-level priestess spell Command). The differences are: the range (as noted above), the duration (as noted above), and that only those creatures with a 15 and above Intelligence or 6 HD get a save. Curse (Necromancy) Level: 3 Sphere: All Range: Sight Component: V Duration: Permanent until removed or dispelled Casting Time: 2 Area of Effect: One creature Saving Throw: Negates This spell allows the priestess to place one of four curses on the victim: 1. Aging: +10 years to age. 2. Bane: discomfort, uneasiness, inability to sleep well. 3. Hex: -1 to hit and saves. 4. Ugliness: reduce Comeliness by 2d6 Detect Invisibility, 15-foot Radius (Divination) Level: 2 Sphere: Divination Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: 15-foot radius sphere Saving Throw: None Except as noted above, this spell is the same as the second-level wizard spell, Detect Invisibility. Note the spell allows only the priestess to see invisible creatures, and only those within the specified radius. The material component of this spell is a pinch of any fine powder such as talc. Nausea (Abjuration, Enchantment/Charm) Reversible Level: 2 Sphere: Charm, Healing, Protection Range: 30 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature/per lvl Saving Throw: Negates This spell causes the recipient to fall to its knees and choke, gag and vomit for 1 round per level of the priestess. No actions are allowed othis than crawling. The material component for this spell is a small bucket. The reverse of this spell removes nausea or protects a character from such things as Stinking Clouds and seasickness for 1 turn per level of the priestess. The material component for the reverse is some food. Protection from Charm, 10-foot Radius (Abjuration) Level: 2 Sphere: Protection Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: 10-foot radius sphere Saving Throw: None While this spell is in operation, all creatures in the area of effect have a percentage immunity to all forms of charm (spell, item, or whatever) equal to 20% plus 5% per level of the priestess. Thus, if cast by a fifth-level priestess, any creature in the area of effect targeted by a charm spell would not need to make a saving throw if 45% or lower was rolled on percentile dice. The material component is a miniature cloth blindfold. Fearful Screach (Enchamtment/Charm) Level: 3 Sphere: Animal Range: 0 Components: V, S Duration: 2 rounds per level Casting Time: 2 Area of Effect: 60-foot cube, centred on the priestess Saving Throw: Negates The priestess initiates the spell by lifting her head, putting her hands in the air and screaching. This screaching causes all those in a 60-foot cube to be affected. Those affected must make a save vs. spells or flee in terror for the duration of the spell (those who have seen or heard this before save at +2). This spell will also draw any bats to the priestess in a 1-mile radius. The bats will be friendly to the priestess but communication is not guaranteed. Those who are deaf are immune to this spell. Strength of the Spider (Conjuration/Summoning) LevelSphere: Vengeance Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: The priestess Saving Throw: None At the end of this powerful prayer, the priestess's body convulses as if struck by lightning, and glows with divine radiance. Thereafter the priestess's Strength ability score is raised by 1d4 point plus 1 point for every two levels of the priestess (fractions rounded down), and is given full attack and damage bonuses commensurate with the new Strength. The priestess retains the augmented Strength for 1 round per level. The material component of this spell is a vial of unholy water which must be swallowed during the casting and the priestess's holy symbol. Berserker (Alteration, Invocation) Level: 3 Sphere: War Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: 5 followers per level Saving Throw: None When this spell is cast, it invokes the priestess's deity to instill battle madness upon her followers. This causes them to turn into berserkers. When in this state they only attack enemies and not each othis or their allies . The effects of this state gives the warriors a large moral bonus (+60), a to hit (+1) and to damage (+2) bonus, and additional attacks per round (+1/2). The major restriction for this spell is that the recipients of this spell must be the true followers of the priestess's. Protection from Petrification (Abjuration) Level: 3 Sphere: Protection Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 6 Area of Effect: One creature per level Saving Throw: None This spell gives total protection to petrification attacks to each creature touched. The material component is a jellyfish tentacle. Adaptation (Abjuration) Level 3 Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This spell exactly duplicates the effects of a Necklace of Adaptation for the specified duration. The material component is a vial of holy or unholy water ingested by the spell recipient. Mass Protection (Abjuration) Level: 4 Sphere: Protection Range: 30' rad. Components: V, S, M Duration: 1 turn per level Casting Time: 2 touched Area of Effect: 5 creatures per level Saving Throw: None All creatures affected by this spell are bestowed with the equivalent of a +1 Ring of Protection (+1 on armour class and saving throws). There is not cumulative with bonuses given by rings or cloaks of protection. Each creature may be touched only once, i.e., the protection is not stackable. From: knudsenm@ohsu.edu (Mike Knudsen,PC,NTS) Date: Mon Jan 10 14:43:09 PST 1994 Subject: Net Spells To: wsbusr@urc.tue.nl Content-Type: Text Content-Length: 205 Ok, here they are, I've attached two uuencoded files to this message. Hope it does the trick. Any idea how long till your going to release the next version of the net spell book? Peace on ya Mike Content-Type: Text Content-Name: C:\TEMP\TEMP\ALLYSPEL.UUE Content-Abstract: uuencoded mage spells Content-Length: 17993 section 1 of uuencode 2.13 of file allyspell.693 by R.E.M. begin 644 allyspell.693 M_U=00]D!```!"@`!`````/O_!0`R``L!```'`!$```!"````#P!6````4P``! M``P`6@```*D```#__P@````#`0``0V]U`!X``H``0````"Y*U@">``4'@P7C`H````$D4#)`(?/`0`!`%@"0/__0 M__________________[__________________________U-T86YD87)D(%!RL M:6YT97(```````````````````````````!35$%.1$%21"Y04E,`]`%X`!0>+ M#!>,"@````010,D`A\\!``$````````````8GQ4`8```0``C?`!X````^_\%T M`#(`I0$```8`$````#T!``#__U<```!.`0```P``````I0$``/__`0```$T!0 M````(WP`>`````$``````````%-T86YD87)D(%!R:6YT97(`````````````3 M``````````````!35$%.1$%21"Y04E,`]`%X`!0>#!>,"@````010,D`A\\!! 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