Title: Ghorin Description: Kadgar's Adventuring! character. Footer: 13th Age content: This website uses trademarks and/or copyrights owned by Fire Opal Media Inc., which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Fire Opal Media. Forgotten Realms content: Adventuring! is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. # 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. [TBD: One Unique Thing] ## Stats ## Features and Talents * **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. ## Feats * Quick to Fight (A) * Magic Missile (A) * ... * ... ## Spells and Powers * **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 * **Weapons:** Dagger * **Clothing:** Sorcerer's robes * Spellbook * Disguise kit * Bag of light tools * Bedroll * 50' of rope * Tent * 4 rations