List |
Rank |
Name |
Cost |
Diff. |
Type |
Effect |
Page |
£ |
j |
Air Magic Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Apprentice Air spell |
209 |
£ |
m |
Air Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Journeyman Air spell |
213 |
£ |
a |
Avert Air |
1 |
1d10 |
Regular |
Shield a target from hostile Air Magic. |
207 |
¢ |
a |
Avert Earth |
1 |
1d10 |
Regular |
Shield a target from hostile Earth Magic. |
206 |
¡ |
a |
Avert Fire |
1 |
1d10 |
Regular |
Shield a target from hostile Fire Magic. |
208 |
¤ |
a |
Avert Water |
1 |
1d10 |
Regular |
Shield a target from hostile Water Magic. |
209 |
|
j |
Benediction |
2 |
2d12 |
Regular |
Delay any spell on the target, until they say a prayer. |
219 |
¢ |
m |
Bind Gnome |
3 |
3d12 |
Delayed |
Captures an Earth Elemental into a material object |
214 |
¡ |
m |
Bind Salamander |
3 |
3d12 |
Delayed |
Captures a Fire Elemental into a material object |
215 |
£ |
m |
Bind Sylph |
3 |
3d12 |
Delayed |
Captures an Air Elemental into a material object |
213 |
¤ |
m |
Bind Undine |
3 |
3d12 |
Delayed |
Captures a Water Elemental into a material object |
216 |
K |
j |
Black Bargain |
3 |
6d6 |
Regular |
Compare your Casting Roll vs. 6d6 to earn Magic Points |
308 |
K |
j |
Black Magic Journeyman’s Privilege |
1 |
4d6 |
Defense |
Instantly cancel any Black Magic Apprentice spell |
308 |
K |
m |
Black Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Black Magic Journeyman spell |
310 |
|
a |
Blind I |
3 |
3d8 |
Regular |
Target must resist Body & Mind vs. 3d8 or be Blinded |
224 |
|
j |
Blind II |
3 |
3d10 |
Regular |
Target must resist Body & Mind vs. 3d10 or be Blinded |
227 |
|
m |
Blind III |
3 |
3d12 |
Regular |
Target must resist Body & Mind vs. 3d12 or be Blinded |
230 |
¢ |
j |
Breaking the Foundations |
3 |
3d8 |
Regular |
Target suffers a –1 Penalty to Soak dice. |
210 |
¢ |
j |
Call Gnome |
4 |
4d12 |
Regular |
Call an Elemental |
210 |
¡ |
j |
Call Salamander |
4 |
4d12 |
Regular |
Call an Elemental |
211 |
£ |
j |
Call Sylph |
4 |
4d12 |
Regular |
Call an Elemental |
209 |
¤ |
j |
Call Undine |
4 |
4d12 |
Regular |
Call an Elemental |
212 |
£ |
j |
Calming the Storm |
3 |
3d8 |
Regular |
Target suffers a –1 Penalty to Initiative Dice. |
209 |
£ |
m |
Chain Lightning |
5 |
5d12 |
Homing |
Damages a Group with hostile lightning |
214 |
|
m |
Circle of Invulnerability |
6 |
6d12 |
Regular |
Guard a Cluster around you from danger |
222 |
|
a |
Circle of Protection |
2 |
2d12 |
Regular |
Guard a Cluster around you from danger |
217 |
|
j |
Circle of Recalcitrance |
4 |
4d12 |
Regular |
Guard a Cluster around you from danger |
220 |
¤ |
j |
Clarity of the Spring |
3 |
3d8 |
Regular |
Target may roll double their Observation dice |
212 |
¤ |
j |
Clouding the Waters |
3 |
3d8 |
Regular |
Target suffers a –1 Penalty to their Observation dice |
212 |
¢ |
m |
Command Gnome |
4 |
4d12 |
Regular |
Force an Earth Elemental to obey your whims |
214 |
¡ |
m |
Command Salamander |
4 |
4d12 |
Regular |
Force a Fire Elemental to obey your whims |
215 |
£ |
m |
Command Sylph |
4 |
4d12 |
Regular |
Force an Air Elemental to obey your whims |
213 |
¤ |
m |
Command Undine |
4 |
4d12 |
Regular |
Force a Water Elemental to obey your whims |
216 |
|
a |
Confuse I |
3 |
3d6 |
Regular |
Group must resist Mind vs. 3d6 or become Confused |
225 |
|
j |
Confuse II |
2 |
2d8 |
Regular |
Group must resist Mind vs. 2d8 or become Confused |
227 |
|
m |
Confuse III |
2 |
2d10 |
Regular |
Group must resist Mind vs. 2d10 or become Confused |
230 |
K |
j |
Control Undead |
4 |
4d10 |
Regular |
Control a group of Undead creatures |
308 |
¡ |
j |
Cooling the Fires Within |
3 |
3d8 |
Regular |
Target suffers a –1 Penalty to their Resolve dice |
211 |
£ |
a |
Create Air |
1 |
1d10 |
Regular |
Invoke Air from thin air. |
207 |
¢ |
a |
Create Earth |
1 |
1d10 |
Regular |
Invoke earth from thin air. |
206 |
¡ |
a |
Create Fire |
1 |
1d10 |
Regular |
Invoke Fire from thin air. |
208 |
K |
j |
Create Undead |
3 |
3d12 |
Delayed |
Empowers a skeleton |
308 |
¤ |
a |
Create Water |
1 |
1d10 |
Regular |
Invoke Water from thin air. |
208 |
|
a |
Cure I |
5 |
5d8 |
Regular |
Attempt to cure an affliction with 5d8 effect dice. |
218 |
|
j |
Cure II |
4 |
4d10 |
Regular |
Attempt to cure an affliction with 4d10 effect dice. |
220 |
|
m |
Cure III |
3 |
3d12 |
Regular |
Attempt to cure an affliction with 3d12 effect dice. |
222 |
K |
a |
Curse I |
5 |
5d8 |
Regular |
Attempt to cause an affliction with 5d8 effect dice. |
306 |
K |
j |
Curse II |
4 |
4d10 |
Regular |
Attempt to cause an affliction with 4d10 effect dice. |
308 |
K |
m |
Curse III |
3 |
3d12 |
Regular |
Attempt to cause an affliction with 3d12 effect dice. |
310 |
K |
j |
Death’s Breath |
4 |
4d6 |
Regular |
Forces the target to suffer Wounds and a Death Test. |
309 |
K |
m |
Death’s Touch |
5 |
5d6 |
Regular |
Forces the target to suffer Wounds and a Death Test. |
310 |
K |
a |
Death’s Whisper |
3 |
3d6 |
Regular |
Forces the target to re-roll their last Death Test. |
306 |
|
j |
Delay |
3 |
3d12 |
Regular |
Makes the next spell you cast a “Delayed” one |
236 |
£ |
a |
Destroy Air |
1 |
1d10 |
Regular |
Destroy a small part of Air |
206 |
¢ |
a |
Destroy Earth |
1 |
1d10 |
Regular |
Destroy a small part of earth |
206 |
¡ |
a |
Destroy Fire |
1 |
1d10 |
Regular |
Destroy a small part of Fire |
207 |
¤ |
a |
Destroy Water |
1 |
1d10 |
Regular |
Destroy a small part of Water |
208 |
|
a |
Dispel Magic I |
3 |
3d12 |
Regular |
Stop a spell from working, using 3d12 vs. its Difficulty |
234 |
|
j |
Dispel Magic II |
3 |
3d12 |
Regular |
Stop a spell from working, using 6d12 vs. its Difficulty |
236 |
|
m |
Dispel Magic III |
2 |
2d12 |
Regular |
Stop a spell from working, using 6d12 vs. its Difficulty |
239 |
K |
j |
Drain the Soul |
3 |
3d10 |
Regular |
Drains Fatigue and Magic Points from the target, restoring the caster. |
309 |
¢ |
j |
Earth Magic Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Apprentice Earth spell |
210 |
¢ |
m |
Earth Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Journeyman Earth spell |
214 |
¢ |
j |
Earthquake |
4 |
4d10 |
Explosion |
Hurt a Cluster for 4d10 Exploding Damage |
210 |
¡ |
j |
Fire Ball |
4 |
4d10 |
Explosion |
Hurt a Cluster for 4d10 Exploding Damage |
211 |
¡ |
j |
Fire Magic Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Apprentice Fire spell |
211 |
¡ |
m |
Fire Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Journeyman Fire spell |
215 |
|
a |
Flesh Ward I |
4 |
4d4 |
Regular |
Add phantom Hit Points as a 4d4 Damage Roll vs. Body |
218 |
|
j |
Flesh Ward II |
4 |
4d6 |
Regular |
Add phantom Hit Points as a 4d6 Damage Roll vs. Body. |
220 |
|
m |
Flesh Ward III |
4 |
4d8 |
Regular |
Add phantom Hit Points as a 4d8 Damage Roll vs. Body. |
222 |
¤ |
j |
Freeze Arrow |
3 |
3d12 |
Targeted |
Hurls 3d12 damage at Range |
212 |
|
a |
Frightening I |
3 |
3d8 |
Regular |
Group must test Mind & Will vs. 3d8 or suffer Fear/Terror. |
225 |
|
j |
Frightening II |
3 |
3d10 |
Regular |
Group must test Mind & Will vs. 3d10 or suffer Fear/Terror. |
227 |
|
m |
Frightening III |
3 |
3d12 |
Regular |
Group must test Mind & Will vs. 3d12 or suffer Fear/Terror |
231 |
|
m |
Greater Counter-Spell |
3 |
3d12 |
Defense |
Stop a spell from working, using 6d12 vs. its Difficulty |
239 |
|
m |
Greater Eidolon |
6 |
6d8 |
Synecdoche |
Create a magical representation of yourself, at a distance. |
240 |
|
m |
Greater Marionette |
4 |
4d8 |
Regular |
Group saves Mind and Will vs. 4d8 or becomes controlled |
231 |
|
m |
Greater Mesmerism |
4 |
4d12 |
Regular |
Target must test Mind & Will vs. 4d12 or become Mesmerized. |
231 |
K |
m |
Greater Unmaking |
5 |
5d12 |
Regular |
Effect: Test 5d12 vs. a Group’s Body, Speed, Mind, Will and Race |
310 |
|
j |
Green & Purple Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Green & Purple Magic Apprentice spell |
227 |
|
m |
Green & Purple Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Green & Purple Magic Journeyman spell |
231 |
£ |
j |
Haste of the Zephyr |
3 |
3d8 |
Regular |
Target gains double Initiative dice |
209 |
|
a |
Healing I |
3 |
3d4 |
Regular |
Heal a character as a 3d4 “attack” vs. Body. |
218 |
|
j |
Healing II |
3 |
3d6 |
Regular |
Heal a character as a 3d6 “attack” vs. Body. |
220 |
|
m |
Healing III |
3 |
3d8 |
Regular |
Heal a character as a 3d8 “attack” vs. Body. |
222 |
¢ |
j |
Heart of the Mountain |
3 |
3d8 |
Regular |
Target may roll double their Soak dice |
211 |
¤ |
m |
Ice Storm |
5 |
5d12 |
Homing |
Damages a Group with searing blasts of Water |
216 |
K |
j |
Instrument of Vengeance |
3 |
3d6 |
Regular |
Empowers a weapon with a Black Magic spell |
309 |
|
j |
Ivory Castle |
2 |
2d10 |
Regular |
Target gains extra 2d10 to use to resist Mind-affecting spells |
227 |
|
m |
Ivory Fortress |
2 |
2d12 |
Regular |
Target gains extra 2d12 to use to resist Mind-affecting spells |
231 |
|
a |
Ivory Tower |
2 |
2d8 |
Regular |
Target gains extra 2d8 to use to resist Mind-affecting spells |
225 |
|
m |
Kenning the Faraway Soul |
4 |
4d8 |
Regular |
Your next Green & Purple spell becomes a Synecdoche spell. |
232 |
|
a |
Knock I |
3 |
3d10 |
Regular |
Forces open a portal with 3d10 force. |
235 |
|
j |
Knock II |
3 |
3d12 |
Regular |
Forces open a portal with 3d12 force. |
237 |
|
m |
Knock III |
3 |
3d12 |
Regular |
Forces open a portal with 6d12 force. |
240 |
|
j |
Lazarus Heart |
2 |
2d12 |
Delayed |
Target automatically passes next failed Death Test |
221 |
|
j |
Lesser Counter-Spell |
3 |
3d12 |
Defense |
Stop a spell from working, using 3d12 vs. its Difficulty |
237 |
|
j |
Lesser Eidolon |
5 |
5d8 |
Synecdoche |
Create a magical representation of yourself, at a distance |
237 |
|
j |
Lesser Marionette |
5 |
5d6 |
Regular |
Group tests Mind and Will vs. 5d6 or becomes controlled |
227 |
|
j |
Lesser Mesmerism |
3 |
3d8 |
Regular |
Target must test Mind & Will vs. 3d8 or become Mesmerized. |
228 |
|
j |
Lesser Mind Drain |
3 |
1d12 |
Regular |
Roll a 1d12 Attack vs. Target’s Mind, Draining 1 Level per hit |
228 |
K |
j |
Lesser Unmaking |
5 |
5d12 |
Regular |
Test 5d12 vs. a single target’s Body, Speed, Mind, Will & Race |
309 |
|
j |
Life’s Breath |
3 |
3d10 |
Regular |
Lets the target re-roll their last Death Test. |
221 |
|
m |
Life’s Touch |
4 |
4d10 |
Regular |
Lets the target re-roll their last Death Test. |
222 |
|
a |
Life’s Whisper |
2 |
2d10 |
Regular |
Lets the target re-roll their last Death Test. |
219 |
|
a |
Light |
1 |
1d6 |
Regular |
Create a magic ball of light. |
235 |
£ |
j |
Lightning Bolt |
3 |
3d12 |
Targeted |
Hurls 3d12 damage at Range |
210 |
|
a |
Locate |
3 |
3d6 |
Synecdoche |
Locate a target using a link |
235 |
|
j |
Lucid Dreaming |
5 |
5d8 |
Synecdoche |
Enter your target’s dreams. |
229 |
¤ |
j |
Maelstrom |
4 |
4d10 |
Explosion |
Hurt a Cluster for 4d10 Exploding Damage |
213 |
|
a |
Mage Lock I |
3 |
3d10 |
Regular |
Magically seals a door or similar portal with 3d10 force. |
235 |
|
j |
Mage Lock II |
3 |
3d12 |
Regular |
Magically seals a door or similar portal with 3d12 force. |
237 |
|
m |
Mage Lock III |
3 |
3d12 |
Regular |
Magically seals a door or similar portal with 6d12 force. |
240 |
|
m |
Mass Mesmerism |
4 |
4d8 |
Regular |
Group must test Mind & Will vs. 4d8 or become Mesmerized. |
232 |
¢ |
m |
Meteor Swarm |
5 |
5d12 |
Homing |
Damages a Group with hostile meteorites. |
214 |
£ |
a |
Mold Air |
1 |
1d10 |
Regular |
Manipulate a bit of Air. |
207 |
¢ |
a |
Mold Earth |
1 |
1d10 |
Regular |
Manipulate a bit of earth. |
206 |
¡ |
a |
Mold Fire |
1 |
1d10 |
Regular |
Manipulate a bit of Fire. |
207 |
¤ |
a |
Mold Water |
1 |
1d10 |
Regular |
Manipulate a bit of Water. |
208 |
|
a |
Paralyze I |
5 |
5d6 |
Regular |
Group saves Mind and Will vs. 5d6 or is paralyzed |
225 |
|
j |
Paralyze II |
4 |
4d8 |
Regular |
Group saves Mind and Will vs. 4d8 or is paralyzed |
229 |
|
m |
Paralyze III |
3 |
3d10 |
Regular |
Group saves Mind and Will vs. 3d10 or is paralyzed |
232 |
¡ |
j |
Pilum of Flame |
3 |
3d12 |
Targeted |
Hurls 3d12 damage at Range. |
212 |
|
a |
Protection from Rain |
2 |
2d8 |
Regular |
No rain or snow falls on the target. |
235 |
|
j |
Protection from Weather |
2 |
2d10 |
Regular |
No rain or snow falls on the target. |
238 |
|
a |
Protection I |
2 |
2d6 |
Regular |
Target gains 2d6 protection |
235 |
|
j |
Protection II |
2 |
2d8 |
Regular |
Target gains 2d8 protection |
238 |
|
m |
Protection III |
2 |
2d10 |
Regular |
Target gains 2d10 protection |
241 |
|
a |
Rage I |
2 |
2d8 |
Regular |
Group must Save Mind vs. 2d8 or become Enraged/Berserk |
225 |
|
j |
Rage II |
2 |
2d10 |
Regular |
Group must Save Mind vs. 2d10 or become Enraged/Berserk |
229 |
|
m |
Rage III |
2 |
2d12 |
Regular |
Group must Save Mind vs. 2d12 or become Enraged/Berserk |
232 |
|
m |
Reflect |
3 |
3d12 |
Defense |
Reflect a spell back at its caster, using 3d12 vs. Difficulty |
241 |
|
j |
Reprisal |
3 |
3d8 |
Defense |
Reverse a Synecdoche to cast a spell back at another wizard. |
238 |
£ |
a |
Scry Air |
1 |
1d10 |
Regular |
Scan Air for information. |
206 |
¢ |
a |
Scry Earth |
1 |
1d10 |
Regular |
Scan Earth for information. |
205 |
¡ |
a |
Scry Fire |
1 |
1d10 |
Regular |
Scan Fire for information. |
207 |
|
a |
Scry Magic I |
1 |
1d10 |
Regular |
Scan for information on magic. |
236 |
|
j |
Scry Magic II |
1 |
2d10 |
Regular |
Scan for information on magic. |
238 |
|
m |
Scry Magic III |
1 |
3d10 |
Regular |
Scan for information on magic. |
241 |
|
a |
Scry Mind |
1 |
1d10 |
Regular |
Scan someone’s spirit for information. |
225 |
K |
a |
Scry Spirit |
1 |
1d10 |
Regular |
Scan the spirits for information |
219, 307 |
¤ |
a |
Scry Water |
1 |
1d10 |
Regular |
Scan Water for information. |
208 |
|
j |
Severance |
7 |
7d6 |
Regular |
Remove Synecdoche links from a target. |
238 |
|
a |
Silence I |
5 |
5d8 |
Regular |
Group must roll Body, Speed, Mind, and Will vs. 5d8 or be Silenced. |
236 |
|
j |
Silence II |
4 |
4d10 |
Regular |
Group must test Body, Speed, Mind, and Will vs. 4d10 or be Silenced. |
239 |
|
m |
Silence III |
3 |
3d12 |
Regular |
Group must roll Body, Speed, Mind, and Will vs. 3d12 or be Silenced. |
241 |
|
a |
Sleep I |
5 |
5d6 |
Regular |
Group saves Body, Mind & Will vs. 5d6 or falls asleep |
226 |
|
j |
Sleep II |
4 |
4d8 |
Regular |
Group saves Body, Mind & Will vs. 4d8 or falls asleep |
230 |
|
m |
Sleep III |
3 |
3d10 |
Regular |
Group saves Body, Mind & Will vs. 3d10 or falls asleep |
232 |
K |
a |
Speak with the Dead |
4 |
4d10 |
Regular |
Return a spirit to a corpse to speak with them |
307 |
K |
a |
Steal Strength |
3 |
3d6 |
Regular |
Drains Fatigue from the target, restoring the caster. |
307 |
¢ |
j |
Stone Hurlant |
3 |
3d12 |
Targeted |
Hurls 3d12 damage at Range |
211 |
|
m |
Synecdoche |
4 |
4d10 |
Regular |
Next spell becomes a Synecdoche Spell |
242 |
K |
m |
Tapping the Soul |
3 |
3d10 |
Regular |
Drains Fatigue and Magic Points from the target in a repeated contest. |
310 |
|
j |
Thaumaturgy Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Thaumaturgy Apprentice Spell |
239 |
|
m |
Thaumaturgy Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Thaumaturgy Journeyman Spell |
242 |
|
a |
Thought-Reading I |
5 |
5d6 |
Regular |
Roll 5d6 vs. Mind to find a target’s inner thoughts |
226 |
|
j |
Thought-Reading II |
4 |
4d8 |
Regular |
Roll 4d8 vs. Mind to find a target’s inner thoughts |
230 |
|
m |
Thought-Reading III |
3 |
3d10 |
Regular |
Roll 3d10 vs. Mind to find a target’s inner thoughts |
232 |
|
a |
Thought-Sending I |
3 |
3d6 |
Regular |
Speak to your target, via their thoughts. |
226 |
|
j |
Thought-Sending II |
2 |
2d8 |
Regular |
Speak to your target, via their thoughts. |
230 |
|
m |
Thought-Sending III |
1 |
1d10 |
Regular |
Speak to your target, via their thoughts. |
233 |
£ |
j |
Thunder Clap |
4 |
4d10 |
Explosion |
Hurt a Cluster for 4d10 Exploding Damage |
210 |
¡ |
m |
Tongues of Flame |
5 |
5d12 |
Homing |
Damages a Group with searing blasts of fire |
215 |
|
a |
Turn Unholy I |
4 |
4d10 |
Explosion |
Spirit Power for 4d10 Damage on Unholy targets only |
219 |
|
j |
Turn Unholy II |
4 |
4d10 |
Explosion |
Cause 4d10 Damage to a Group of Unholy targets only. |
221 |
|
m |
Turn Unholy III |
4 |
8d10 |
Explosion |
Cause 8d10 Damage to a Group of Unholy targets only. |
223 |
¡ |
j |
Untempered Soul |
3 |
3d8 |
Regular |
Target may roll double their Resolve dice |
212 |
K |
m |
Vessel of Unlife |
4 |
4d12 |
Delayed |
Bring someone back from the dead as an unholy creature |
311 |
¤ |
j |
Water Magic Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Apprentice Water spell |
213 |
¤ |
m |
Water Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any Journeyman Water spell |
216 |
|
j |
White Magic Journeyman’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any White Magic Apprentice spell |
221 |
|
m |
White Magic Master’s Privilege |
1 |
1d12 |
Defense |
Instantly cancel any White Magic Journeyman spell |
223 |
K |
a |
Wrack |
3 |
3d12 |
Regular |
Target must test Resolve vs. 3d12. |
307 |
Summary of Spell Types
Type |
Action Cost |
Hits Target… |
Defended by… |
Notes |
Regular |
Maneuver |
Automatically |
Resistance only |
Max range 72 paces |
Targeted |
Maneuver |
On a successful To-Hit Roll |
Block or Dodge |
As a Ranged Attack |
Homing |
Maneuver |
Automatically |
include Block or Dodge dice with Soak Dice |
Max range 72 paces |
Explosion |
Maneuver |
Automatically |
include Dodge dice with Soak Dice |
Max range 72 paces |
Defense (AKA Reaction) |
Defense |
Automatically |
Resistance only, if appropriate |
Cast successfully on Ties on the Casting Test, unlike other spells. Focus does not reduce Magic Point cost. |
Delayed |
Maneuver |
Varies |
Varies |
Magic Points spent are not recovered until the Delayed Spell is released. Cannot be Fast-Cast; Focus does not reduce Magic Point cost. |
Synecdoche |
Maneuver |
Varies |
Varies |
Has no maximum range; depends on a material “link” to the target |
Advanced Combat Maneuvers for Magic Use
Maneuver |
Rank of Initiative |
Move |
Defense |
Effect |
Cast |
Second |
Stride |
Normal |
Cast a spell |
Fast-Cast |
First |
Stride |
Normal |
Cast a spell at +1 Magic Point Cost |
Focus |
Third |
Stride |
Normal |
Build up a +1 Bonus for next Round |
Concentrate |
First |
Stride |
Normal |
Maintain a spell that requires Concentration. |