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Title: Ghorin
Description: Kadgar's Adventuring! character.
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-# Ghorin
-
-Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
+# Ghorin (human wizard 1)
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing
it, he seeks the leader of his group who abandoned the group with the book.
-## Cypher System Stat Block
+[TBD: One Unique Thing]
-* **Might: 10, Speed: 12, Intellect: 16**
-* **Effort: 1, Intellect Edge: 1**
-* **Cypher Use:** 3 cyphers at a time.
+## Stats
-### Abilities
+## Features and Talents
-* **Shatter**
-* **Far Step**
-* **Onslaught**
-* **Push**
-* **Third Eye**
-* **Passives**
- * **Sense Magic**
- * **Smart (x2):** +2 to your Intellect Pool.
+* **Cantrips:** *alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*,
+ *spark*
+* **Cyclic Spells:** cyclic spells are only expended in a battle if cast when the escalation die is 0 or odd.
+* **Judicious Casting:** spells have different effects depending on how they are cast.
+* **Ritual Magic:** cast spells as rituals [also a good excuse to learn more divination spells].
+* **Evocation:** 1/battle opportunity to add a target to a PD-targeting spell.
+* **Prodigious Learner (self-taught):** gain more feats.
+* **Wizard's Familiar:** tiny eyestalk (alert, scout) --- ignore certain conditions once by letting your familiar cast
+ for you, have your familiar help you access a limited-use spell when you're spent.
-### Spells
+## Feats
-* **Hedge Magic**
+* Quick to Fight (A)
+* Magic Missile (A)
+* ...
+* ...
-### Skills
+## Spells and Powers
-* **Trained** in all interactions involving lies or trickery
-* **Trained** in defense rolls to resist mental effects
-* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power
-* **Trained** in all actions involving identifying or understanding the supernatural
-* **Practiced** with light weapons.
-* **Hindered** in any task involving lore, knowledge, or understanding
-* **Hindered** in any task involving charm, persuasion, or deception
-* **Hindered** with attacks with medium and heavy weapons
-
-### Arcs
-
-* **Undo a Wrong** --- Part of a group of thieves who stole a family heirloom from a family which ended up getting
- solely pinned on him. He's was caught and tasked by the family to find the item and clear his name.
- * **Opening**
-* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
-
-### Cyphers
-
-* an *eye figurine of far sight* [remote viewer, level 5] --- this small eye allows you to view an area as if you were
- there.
-* a *stim leaf* [level 5] --- chewing this leaf eases one action.
-* *burst of speed* (subtle) [level 2]
-* *curative potion* x2
+* **Quick to Fight:** roll initiative twice and choose the result you want.
+ * ***Adventurer Feat:*** +2 to defenses for the first round if your initiative is higher than all enemies'.
+* ***Magic missile:*** Ranged, 1/arc, Quick; no attack roll, 5 force damage, number of rounds this is usable varies.
+* ***Ray of frost:*** Ranged, At-Will; Int vs. PD, 9 (2d8) cold damage.
+* ***Shocking grasp:*** Close, At-Will, Move; Int vs. PD, 2 (1d3) lightning damage and target pops free, cast recklessly
+ for more targets.
+* ***Color spray:*** Close, Cyclic; 1d4 nearby in a group, Int vs. MD, 9 (2d8) psychic damage, low hp enemies weakened.
+* ***Force salvo:*** Ranged, 1/arc; up to 4 nearby, Int vs. PD, 14 (4d6) force damage.
+* ***Shield:*** Close, Recharge 11+, Free when hit; force a reroll on an attack hitting you.
### Equipment