There we go, I put some spacing in to make it a little more readable. I tweaked some of the fluff like alignment and stuff, but mechanically nothing's changed from the previous sheet. Hopefully everything is to your liking.
[sblock=Lorn]
Lorn Spellwright
Tradition be damned, I'll not stand by and watch the world run rough shod over my homeland.
Male Human Wizard
Initiative +4;
Senses Passive Insight 11, Passive Perception 11
HP 23;
Bloodied 11;
Healing Surge 5;
Surges Per Day 7
AC 18;
Fort 12,
Ref 16,
Will 14
Speed 6
Action Points 1
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Quarterstaff (standard; at-will) ✦ Weapon
+2 vs AC; 1d8 damage.
Ghost Sound (standard; at-will) ✦ Arcane, Illusion
Range 10. Target: One object or unoccupied square. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light (minor; at-will) ✦ Arcane
Range 5. Target: One object or unoccupied square. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand (minor; sustain minor; at-will) ✦ Arcane, Conjuration
Range 5. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
Light (standard; at-will) ✦ Arcane
Range 2. Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
Magic Missle (standard; at-will) ✦ Arcane, Force, Implement
Ranged 20; +5 vs Refl; 2d4+5 force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power
Scorching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 within 10; +5 vs Refl; 1d6+5 fire damage.
Thunderwave (standard; at-will) ✦ Arcane, Implement, Thunder
Blast 3; +5 vs Fort; 1d6+5 thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Grasping Shadows (standard; encounter) ✦ Arcane, Illusion, Implement, Psychic
Burst 1 within 10; +5 vs Will; 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed until the end of its next turn.
(Prepare Flaming Sphere or Phantom Chasm)
Flaming Sphere (standard;sustain minor; daily) ✦ Arcane, Conjuration, Fire, Implement
Ranged 10; +5 vs. Refl; 2d6+5 fire damage; Target: One creature adjacent to the flaming sphere. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+5 fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere
Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement, Psychic
Burst 1 within 20; 2d6+5 psychic damage, and the target is prone and immobilized until the end of its next turn. Miss: The target is immobilized until the end of your next turn.
Staff of Defense
A staff of defense grants you a +1 bonus to AC.
Staff of Defense (immediate interrupt; encounter)
gain a bonus to defense against one attack equal to your Constitution modifier (+1). You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff.
Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
RitualsYour book contains three 1st-level rituals of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
Daily and Utility SpellsYour spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
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Alignment Good;
Languages Common, Draconic
Str 10 (+0)
Dex 10 (+0)
Wis 13 (+1)
Con 13 (+1)
Int 20 (+5)
Cha 8 (-1)
Acrobatics +0,
Arcana +10*,
Athletics +0,
Bluff -1,
Diplomacy -1,
Dungeoneering +6*,
Endurance +1,
Heal +1,
History +10*,
Insight +1,
Intimidate -1,
Nature +6*,
Perception +1,
Religion +10*,
Stealth +0,
Streetwise -1,
Thievery +0
* Trained Skill
Feats: Improved Initiative, Armour Proficiency: Leather, Ritual Caster
Gear 3gp 9sp, Leather Armour, Dagger, Staff, Backpack, Bedroll, 2x Trail Rations, Belt Pouch, 60gp in Ritual Components, Spellbook, Waterskin
(36.5lbs)
Rituals
Comprehend Languages
Make Whole
Tenser's Floating Disc
Background
Lorn Spellwright is actually Lorn d'Cannith, a member of the influential merchant family that controls the mark of making. Though not blessed (cursed?) with a mark himself, he was trained in the magical arts from a very young age with the intention that he would one day be joining the Fabricators Guild. Lorn however had different plans. Despite the avowed neutrality of the dragonmarked houses Lorn had a deep love for his home country of Cyre, and ran away from his home and name to fight for his homeland. He joined the Cyran military under the name of Lorn Spellwright were he plied his magic as a battle caster. Cyre was desperate enough for warm bodies not too ask too many questions.
Lorn had only been in the field for a few months, though he had already seen his fair share of combat, when his unit was ambushed by the Karrnathi dead that come across the border. The fighting to fierce, but the Cyran's had not been able to hold off the superior force and soon Lorn's country men littered the field. An arrow took out the man to his left, and as Lorn turned to help his comrade he barely even saw the dessicated warrior approach his flank. Lorn tried to dodge, but it was too late, searing sparks rained in front of his eyes and then everything went black.
The year is 994 YK, one week before the Day of Mourning.
A sound he couldn't place roared through Lorn's aching head. He inhaled sharply, but only ended up coughing and gagging as he choked on some gritty substance. Rolling over the light lanced his eyes like fiery needles. The ground felt strange, softer than it should. Finally his eyes adjusted enough that he could open them with a minimal amount of pain, struggling to sit up he looked around. After long uncomprehending minutes the unfamiliar landscape began to sink in. Where was he? Lorn struggled to his feet, and began to walk slowly up the beach in a daze leaning heavily on his staff.
Personality and Appearance
Height: 5'9"
Weight: 152lb
Lorn is a young man in his early twenties, maybe younger. He has straight black hair, that is cropped short in a military fashion. His features are sullen, and his eyes dark. He is dressed in dark leather armour in the style of the Cyran army and wears a tattered and stained grey cloak. He carries staff that forks at the top into a U shape with a small red stone set in the bottom of the curve. He tends to be serious and somewhat curt. Also he's intensely curious, and has a strong desire to know the "why" of a situation (something that probably would have gotten him in trouble had his military career been somewhat longer).
Quirks
Gets easily lost in his own thoughts.
Magic Item Wishlist
1. Magic Leather Armour +1
2. Eagle Eye Goggles +1
3. Staff of Ruin +1
4. Cloack of Distortion +1
5. Power Jewel
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