Cause Fear 5e

Cause Fear 5e, Fear 5e, and the Frightened condition can be one of the most useful series of spells/ effects you can cast in D&D 5th edition. Fear can debilitate enemies, cause them to run from you, and generally destroy an enemy's combat strategy.


As if that weren't enough though, with the right dungeon master, Fear can provide you advantages in all kinds of situations. If you’re looking for practical tips and tricks to maximize the use of this spell and beat every enemy you face, this guide is for you! Also, be sure to check out my guide on Silence 5e for strategies on maximizing your game.

Cause Fear 5e Spell Effect

Cause Fear 5e Spell Effect

1st-level necromancy


Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute


You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level about 1st. The creatures must be within 30 feet of each other when you target them.



Cause Fear 5e

Cause Fear 5e Effects

According to Xanathar’s Guide to Everything, the Cause Fear spell “awakens the sense of mortality” in a targeted creature. When this spell is in effect, the target is placed in a Frightened condition.


The Frightened condition gives the target disadvantage on ability and attack rolls while the caster is nearby. The target is also not capable of moving closer to the caster of the effect, so long as Cause Fear remains in effect.


Unless the affected target succeeds on a Wisdom save, they remain in their Frightened condition for the duration of the spell. The affected creature can do a saving throw after the end of each of its turns. The Cause Fear spell could last a whole minute if the affected target is unsuccessful with their Wisdom throws, meaning that in a best-case scenario, they could be shut out from an entire combat encounter. Absolutely incredible.


What Classes Can Cast Cause Fear 5e?

This first-level Necromancy spell is exclusive to warlocks and wizards in D&D 5e.

Normally cause fear only affects one target. However, when casting, you can target more nearby enemies for each spell slot above level one. For example, you could target two additional creatures within 30 feet of your first target if you cast cause fear with a third-level spell slot.


Using Cause Fear in Combat Encounters

In most cases, wizards and warlocks typically cast Cause Fear during combat encounters. When it comes to combat, the Frightened condition in 5e is a strategic condition you can use to turn the tides in your favor.


The Cause Fear spell can deliver a significant competitive advantage during battles, as the Frightened creature has attack roll disadvantages. Couple the attack roll disadvantage with the fact that the feared target can’t move towards the spell’s caster, and you have the recipe for a possible win condition.


The biggest downsides to Cause Fear 5e is that the spell does not work on constructs or undead. It’s also a relatively easy spell to shake off, compared to Fear 5e, which only allows affected targets a continued Wisdom save while out of sight from the spell’s caster.


Using Cause Fear in Roleplay Encounters

Aside from its battleground advantage, you can use Cause Fear 5e in roleplay encounters or really almost any situation in an RPG campaign. Since the Frightened condition also bestows an ability check disadvantage, it can be used to prevent affected creatures from performing specific actions or overcoming obstacles. With Cause Fear 5e, the likelihood of dying from a fall, for example, is much more prevalent.


If your dungeon master allows it, you could use Cause Fear to sway negotiations, help with intimidation, or even sneak past guards who become suddenly and inexplicably incapacitated from fear.

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How to Optimize the Cause Fear 5e Spell

The Cause Fear 5e and similar Fear 5e spells are beneficial in various D&D gaming situations. From combat advantage to landscape control, this spell plays a critical role in the game. All you need is a basic understanding of the spell’s mechanics to learn how to use it to your advantage.


If you want to reap the full benefits of this spell, you need to be mindful and strategic about when and how to cast it:


  • Keep your enemies close: since Frightened creatures have an attack disadvantage, keeping them close is an excellent strategy. If you excel in close range combat, minimize the distance between you and your target so they’re forced to fight you with an attack debuff.
  • Break down a group of enemies: fright-inducing spells are also best for breaking down groups of enemies. You can use a high-level spell slot to target multiple enemies. Since there’s a slim chance that everyone makes a successful Wisdom throw, some of your enemies will be rendered useless in the fight. Oftentimes, reducing enemy numbers can be a major factor in preventing a complete TPK.
  • Tag team with your allies: you can maximize the effects of your spell when you collaborate with your allies. Ask your team to help attack your feared target while you keep your distance, to minimize the enemy’s chances of making a successful counterattack.
  • Force your enemies to waste turns: if your target creature decides to run away from your spell’s range, they could potentially lose two to three turns. This spell has a wide range of 60 feet, so they must run as far away from you as possible to avoid its effects. Honestly, whenever an enemy is wasting turns, you benefit tremendously. This scenario is almost always best-case for your cause.
  • Don’t use other concentration spells: it’s basic D&D logic not to use another concentration spell if you’re already using one. So, make sure you don’t need other spells that require active concentration when you’re considering a Cause Fear cast. That way, you don’t accidentally cancel or end the current spell’s effects before completion.


When Not to Cast Fear 5e

As powerful as Cause Fear 5e and Fear 5e are, specific classes, traits, and other spells can counter its effects. Avoid using the Cause Fear and Fear 5e spells against the following classes and subclasses, as they all have some inherent resistance or counter to the effect:


  • Barbarians (Path of Berserker)
  • Bard
  • Druid (Circle of the Land)
  • Fighter
  • Monk
  • Paladin
  • Rogue
  • Warlock (The Fiend)
  • Wizard (School of Divination)


Other subclasses could also resist the Frightened condition. However, the ones above are listed in the 5e Player’s Handbook, and are the most common challenges you’ll face for casting Fear spells.


Utilizing Fear to Bolster Your Allies

Since Cause Fear is a fright-based spell that could cause the target to have attack disadvantages, partnering up with a defensive and offensive class, such as paladins, fighters, and barbarians, are excellent combinations to exploit the spell’s effects. You can also team up with monks and rogues, as they can also deal significant damage.


Synergizing your cause fear spell with powerful ally attacks can cause you overwhelm your enemy, and win thorough victories.


Use Fear to Your Advantage

Cause Fear 5e is a potent spell in Dungeons & Dragons 5e when used with the right strategy. With its advantages on and off the battlefield, you can use it to drive your enemies away or go for a kill.


Remember that distance and positioning play a critical role in successfully using this spell. Use your knowledge and creativity to make the most of this spell, and you’ll be able to master it in no time.

Cause Fear 5e and Fear 5e

Cause Fear in D&D 5e vs. Eternity TTRPG

In D&D 5e, the Cause Fear and Fear spells give the target disadvantage on attack and ability rolls, and make it so that the target can’t move closer to the caster. This means that a Feared target can still attack someone who cast Fear upon them, just with a lowered hit chance.

 

In the Eternity TTRPG Game System, Feared targets can’t attack the caster of the spell/ user of the effect at all so long as there are other targets nearby who can be attacked. In Eternity TTRPG, fear is basically the opposite of a Taunt or provoke effect. Instead of only being able to attack one target, the recipient of the spell can’t attack one specified target.

 

Causing an enemy to be incapable of attacking someone of your choice for the spell’s duration is insanely powerful under the right circumstances. Imagine a scenario where an ally is about to die, but then the enemy attacking them gets Feared, and can no longer attack.

 

What Races and Classes in Eternity TTRPG can Cast Fear?

Sage (Core Rulebook) and Revenant/ Witch (Classes Expansion) are the only classes that receive Fear as a core class spell. Additionally, the Muse race has an empowered Fear-like racial power they can utilize, as well.

 

Other classes also have have specialization/ critical options that allow them to obtain Fear. These classes are the Dragon Knight, Paladin, Vampire Mage, and Vanguard.

 

In Eternity TTRPG, the ways that Fear functions with each class (and race) capable of casting it vary greatly:

 

Sage – Core Class Spell

Terrify (Magic): 4Range, Faith vs. Resilience, target becomes Afraid of any target of your choice for 3turns.  

           (Double-Hit): target becomes Afraid for an additional 3turns.

  • (Darkness and Light) Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).  
  • (Secrets of the Ancient Tomes) +7Faith vs. Resilience, target becomes Afraid for 4turns. This critical cannot Double-Hit or give a Block.
  • (Powers of the Eternals) 4Range, you also heal a target of your choice +1HP. This critical allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit).

 

Revenant/ Witch – Core Class Spell

Waking Nightmare (Magic): weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this spell hits, every turn, on the target’s turn, roll d20. If you roll 6-20, target becomes Afraid of any target of your choice for 1turn.

           (Double-Hit): also deals 1damage.

  • (Grimly Fated) If this spell hits, it also deals 1damage.
  • (Of the Dread Vale) +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience. If this critical hits, every turn on the target’s turn, roll d20. If you roll 16-20, Daze for 1turn. This critical effect cannot Double-Hit or give a Block.
  • (Witch’s Coven) If this spell hits, the target also has -3Resilience, -3Dodge, and -3Will on turns when they are Afraid.
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Muse – Racial Power

Fey Charm (Magic): Instant Action. 4Range, Faith vs. Resilience, the target cannot attack you for 3turns. 1Day Recharge.

           If you affect a target with “Fey Charm” for 3Days in a row, they become enthralled with you (perhaps even falling in love with you), and cannot attack you, for 1year.

           (Double-Hit): 6turns.

 

Dragon Knight – Specialization/ Critical Option

Dragon Flight: the “Dragon” can fly, and can be ridden. While riding your “Dragon,” dragon knight and “Dragon” count as one unit when targeted by Area of Effect attacks, and cannot both be attacked. Mounting or dismounting is an Instant Action, but can only be performed on your turn. While riding, dragon knight and “Dragon” share move Actions, but can still each attack, separately.

           While flying, the “Dragon” gains +1Speed, but both dragon knight and “Dragon” have -2Resilience, -2Dodge, and -2Will. Unlimited Duration.

  • (Knight of the Blood Oath) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom). 

 

Paladin – Specialization/ Critical Option

Light’s Wrath (Magic): 4Range, this spell automatically hits. Every time you or an ally attacks the target, roll d20. If you or your ally rolls 18-20, they heal +1HP. This spell also allows affected targets to heal 1HP above their normal max HP.  You can only cause healing with this spell once per turn, per affected target. Healing from this effect also Fatigues affected allies, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). A target can only be affected by one “Light’s Wrath” spell at a time. You can instead choose to continually maintain this spell as an aura for 2Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.

  • (Self-Sacrificing) If you or an ally rolls 18-20, +7Strike Bonus vs. Resilience, or +7Faith vs. Will, the target of this spell is also Afraid of that target for 2turns. You can only cause Fear with this effect once per turn. You can instead choose to continually maintain this critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.

 

Vampire Mage – Specialization/ Critical Option

Bloodline (Magic): you permanently become a vampire. You permanently gain +3Intelligence but also permanently have -2Inspiration.

Undead do not need to eat, sleep, drink, or rest. They also take damage from all healing magic (except when healing from your own vampire mage spells). You can also still be healed as normal from healing items. Additionally, whenever taking shadow damage, you instead heal.

As a vampire, you can see in the dark and you are immune to all poisons and diseases. You can also only be in sunlight so long as all of your skin is covered so the sun does not touch it. When you bite a humanoid, you may turn them into a “sanguis,” a mindless vampire. True vampires such as yourself, however, can only be created through this spell. Once this spell is chosen it becomes a passive effect, always active, and cannot be dispelled.

  • (Vampire’s Coven) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom).

 

Vanguard – Specialization/ Critical Option

Piercing Strike: weapon Range, +3Strike Bonus vs. Dodge, deals 1damage. You have

-3Resilience, -3Dodge, and -3Will for 1turn.  

           (Double-Hit): deals 2damage.

  • (Shock Troop) If this ability hits, +7Strike Bonus vs. Resilience, the target is also Afraid of you for 2turns. This critical effect cannot Double-Hit or give a Block.

 

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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