<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
  <thing id="thVelAll" name="Veiled Alliance" description="{i}&quot;For centuries, the sorcerer-kings have perpetrated a great lie. They claim that arcane power is innately evil, and all who wield it without their supervision must be destroyed. The truth is that arcane magic is a weapon, and like any weapon, it can be used for good or ill.&quot;{/i}\nArcane spellcasters are feared and reviled throughout Athas, but a secret society protects those who choose the path of the preserver: the Veiled Alliance. Cells of this cabal are located across the Tyr Region, mostly within the city-states. Each cell is independent and does not answer to any central authority. Leaders of each cell oversee and train a network of warriors, spies, and other capable agents&#151;especially those who use arcane power.\n    All Veiled Alliance activities are directed toward the protection of preserving and the downfall of defiling. Although individual members might take up other tasks, the organization holds no other purpose as more important. The boldest of these aims is direct opposition to the sorcerer-kings. The Alliance is therefore a rebel movement&#151;the only rebel movement worth speaking of in some cities. As such, members of the Veiled Alliance are eagerly hunted by the templars and agents of every surviving sorcerer-king and those who wish to curry their favor.\n    Any preserver who comes to the attention of the Veiled Alliance earns a degree of aid. Membership is another matter. A potential recruit must be trustworthy and gain sponsorship of an existing member.\n    The Veiled Alliance holds the following tenets:\n    &#149; Protect the path of arcane preserving, its practitioners, and those who support preservers&#151;especially the Veiled Alliance itself. Teach, aid, and liberate preservers and their allies. Do nothing that brings danger to a preserver&#146;s door.\n    &#149; Defilers are abominations that steal that which rightly belongs to everyone. In their weakness, they ruin the land and bring hostile attention to those who use arcane magic properly. Convert a defiler to the right path, or thwart and destroy the defiler without revealing the Alliance.\n    &#149; The greatest defilers, the sorcerer-kings, must be brought down. Only they have the power to destroy our path." compset="Theme">
    <usesource source="DarkSun"/>
    <bootstrap thing="pwVelAll1"></bootstrap>
    </thing>
  <thing id="pwVelAll1" name="Excise from Sight" description="{b}Attack:{/b} Primary ability vs. Will\n{b}Hit:{/b} 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.\n{b}Level 11:{/b} 2d10 + ability modifier psychic damage.\n{b}Level 21:{/b} 3d10 + ability modifier psychic damage." compset="Power">
    <fieldval field="pwFlavor" value="Magic removes all evidence from your foe&#146;s senses that you or one of your allies exists."/>
    <fieldval field="pwRange1" value="10"/>
    <fieldval field="pwTarget" value="One creature"/>
    <fieldval field="pwDamBase" value="1d10"/>
    <fieldval field="pwSpecial" value="You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit."/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="DamageType" tag="Psychic"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="EffectType" tag="Psychic"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="AttackVs" tag="defWill"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVelAll2" name="Veiled Arcana" description="{b}Effect:{/b} The target gains combat advantage on his or her next arcane attack before the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="You distract observers to conceal the use of arcane power, sometimes catching them off guard."/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwTarget" value=" You or one ally you can see in the burst"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="2"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="PowerType" tag="Utility"/>
    </thing>
  <thing id="pwVelAll3" name="Dazzling Flash" description="{b}Effect:{/b} Before or after the attack, you can shift 3 squares.\n{b}Target:{/b} Each enemy in the blast\n\n{b}Hit:{/b} 1d8 + ability modifier radiant damage, and until the end of your next turn the target is slowed and takes a -4 penalty to opportunity action and immediate action attack rolls.\n\n{b}Level 13:{/b}\n  {b}Hit:{/b} As above, but 2d8 + ability modifier radiant damage.\n\n{b}Level 23:{/b}\n  {b}Hit:{/b} As above, but 3d8 + ability modifier radiant damage." compset="Power">
    <fieldval field="pwFlavor" value="Unleashing a flash of arcane magic, you escape your enemies&#146; clutches."/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwSpecial" value="You can spend a minor action when you use this power to enhance it. If you do so, the target cannot make opportunity attacks or immediate action attacks until the end of your next turn instead of taking a penalty to attack rolls."/>
    <fieldval field="pwDamBase" value="1d8"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="ReqLevel" tag="3"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="AttackVs" tag="defFort"/>
    <tag group="DamageType" tag="Radiant"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="AttackType" tag="CloseBlast"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVelAll5" name="Psychic Veil" description="{b}Hit:{/b} 1d10 + ability modifier psychic damage, and the target is deafened and takes a -2 penalty to opportunity action and immediate action attack rolls (save ends both).\n{b}Miss:{/b} Half damage, and the target takes a -2 penalty to any check made to discern your use of arcane power until the end of the encounter.\n\n{b}Level 15:{/b}\n  {b}Hit:{/b} As above, but 2d10 + ability modifier psychic damage.\n\n{b}Level 25:{/b}\n  {b}Hit:{/b} 3d10 + ability modifier damage, and the target is dazed (save ends)." compset="Power">
    <fieldval field="pwFlavor" value="A buzzing shroud issues from your mind, convincing your foes that you are a powerful user of psionic power."/>
    <fieldval field="pwDamBase" value="1d10"/>
    <fieldval field="pwRange1" value="5"/>
    <fieldval field="pwTarget" value="Each enemy in the burst"/>
    <fieldval field="pwSpecial" value="You can spend a minor action when you use this power to enhance it. If you do so, the target takes 5 psychic damage each time it fails a saving throw against this power."/>
    <tag group="ReqLevel" tag="5"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="AttackVs" tag="defWill"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="DamageType" tag="Psychic"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="EffectType" tag="Psychic"/>
    <tag group="AttackType" tag="CloseBurst"/>
    <tag group="PowerType" tag="Daily"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVelAll6" name="Veiled Escape" description="{b}Effect:{/b} The next time the target shifts before the end of your next turn, he or she can shift 2 additional squares and gain concealment until the end of his or her next turn." compset="Power">
    <fieldval field="pwFlavor" value="Your subtle magic lends speed to an ally&#146;s feet and calls up dust to conceal your ally&#146;s movement."/>
    <fieldval field="pwTarget" value="You or one ally"/>
    <fieldval field="pwRange1" value="5"/>
    <tag group="ActionType" tag="Minor"/>
    <tag group="ReqLevel" tag="6"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerType" tag="Utility"/>
    <tag group="PowerUse" tag="Encounter"/>
    </thing>
  <thing id="pwVelAll7" name="Sandman&apos;s Veil" description="{b}Effect:{/b} Before or after the attack, you can shift 2 squares.\n{b}Hit:{/b} 1d10 + ability modifier psychic damage, and the target cannot see anything farther than 2 squares away until the end of your next turn.\n\n{b}Level 17:{/b}\n  {b}Hit:{/b} As above, but 2d10 + ability modifier psychic damage.\n\n{b}Level 27:{/b}\n  {b}Hit:{/b} As above, but 3d10 + ability modifier psychic damage." compset="Power">
    <fieldval field="pwFlavor" value="A spray of mind-stinging particles covers your flight from danger."/>
    <fieldval field="pwDamBase" value="1d10"/>
    <fieldval field="pwRange1" value="3"/>
    <fieldval field="pwTarget" value="Each enemy in the blast"/>
    <fieldval field="pwSpecial" value="You can spend a minor action when you use this power to enhance it. If you do so, you can teleport 2 squares instead of shifting 2 squares."/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="AttackVs" tag="defRef"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="DamageType" tag="Psychic"/>
    <tag group="PowerUse" tag="Encounter"/>
    <tag group="EffectType" tag="Psychic"/>
    <tag group="EffectType" tag="Teleport"/>
    <tag group="AttackType" tag="CloseBlast"/>
    <tag group="PowerType" tag="Encounter"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="7"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVelAll9" name="Sequestering Veil" description="{b}Hit:{/b} 2d6 + ability modifier psychic damage, and the target is restrained and cannot teleport (save ends both). Until the target saves, all creatures that are not adjacent to it have concealment against it.\n{b}Miss:{/b} Half damage, and the target is immobilized (save ends).\n\n{b}Level 19:{/b}\n  {b}Hit:{/b} As above, but 3d6 + ability modifier psychic damage.\n\n{b}Level 29:{/b}\n  {b}Range:{/b} Area burst 2 within 10 squares\n  {b}Hit:{/b} As above, but 4d6 + ability modifier psychic damage." compset="Power">
    <fieldval field="pwFlavor" value="A sparkling mist covers your foes and swirls around them, locking them in place and obscuring their vision."/>
    <fieldval field="pwDamBase" value="2d6"/>
    <fieldval field="pwRange2" value="1 Within 10 squares"/>
    <fieldval field="pwSpecial" value="You can spend a minor action when you use this power to enhance it. If you do so, the target takes a -2 penalty to saving throws against this power."/>
    <fieldval field="pwTarget" value="Each creature in the burst"/>
    <tag group="ReqLevel" tag="9"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="AttackVs" tag="defFort"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="DamageType" tag="Psychic"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="EffectType" tag="Psychic"/>
    <tag group="AttackType" tag="AreaBurst"/>
    <tag group="PowerType" tag="Daily"/>
    <tag group="ActionType" tag="Standard"/>
    <eval phase="Traits" priority="5000"><![CDATA[var bonus as number
var attidstr as string

~ Use Int as default - this might not be necessary
bonus = #attrbonus[attrInt]
attidstr = "attrInt"

~ Find highest bonus
foreach pick in hero from Attribute
  if (eachpick.field[attrBonus].value > bonus) then
    bonus = eachpick.field[attrBonus].value
    attidstr = eachpick.idstring
  endif
nexteach

~ Use that as the damage and attack attributes
perform assignstr["DamageAttr." & attidstr]
perform assignstr["Attack." & attidstr]]]>
      <after name="Calc attrBonus"/>
      </eval>
    </thing>
  <thing id="pwVelAll10" name="Sensory Absorption" description="{b}Effect:{/b} You can see and hear as if you were in the target&#146;s space (save ends).\n  {b}Aftereffect:{/b} You can see and hear as if you were in the target&#146;s space until the end of your next turn." compset="Power">
    <fieldval field="pwFlavor" value="Your senses ride atop your target&#146;s senses, allowing you to gain a broader perspective."/>
    <fieldval field="pwRange1" value="10"/>
    <fieldval field="pwTarget" value="One Creature"/>
    <tag group="ActionType" tag="Standard"/>
    <tag group="ReqLevel" tag="10"/>
    <tag group="PowerClass" tag="ThemePower"/>
    <tag group="PowerTheme" tag="thVelAll"/>
    <tag group="PowerSrc" tag="Arcane"/>
    <tag group="PowerUse" tag="Daily"/>
    <tag group="AttackType" tag="Range"/>
    <tag group="PowerAcc" tag="Implement"/>
    <tag group="PowerType" tag="Utility"/>
    </thing>
  </document>
