TEXT: Spellslinger
  Magic’s got all sorts that practice it. It’s got lifelong scholars, weedy folk glued to books talking 
  about theories and dynamics and whatnot. Magic’s got priests and sorcerer knights, saying their 
  gift comes from a God on high blessing their acts and granting them power. Magic’s got all sorts 
  of kooks believing and doing any number of crazy things.
  Not you.
  You know it doesn’t matter where magic comes from, or any philosophy about it. That’s just 
  words to make other folks feel like they understand, like they’re in
  control. You know that everything you have to learn about magic is how to sling it outta your 
  wand and take down the other guy right quick. You know what you’re paid to do, you know how 
  to do it, and you know what happens to anything that gets in your way.
  The crown’s law might call you criminal, outlaw, troublemaker. They can call you whatever they 
  want. You know what you are, and anyone on the other end of your wands know what you really 
  are too.
  You’re a consummate professional.
  Names:
  Human: Westwood, Hickok, Jayne, Ike, Clay, Dalas, Wyatt
  Elf: Jonwyn, Jeradil, Myriam, Erias, lutafir, Haridin
  Halfling: Bilwyn the kid, Hollidy, Kip, Fisher, Timhon, Derret
  Dwarf: Grudgegut, Doc, Grister, Gugnir, Wilkes, Garion
  Look:
  Choose one for each:
  Unreadable eyes, cold eyes, or  piercing eyes
  ragged hair, short hair, or wide brimmed hat
  dusty travelling clothes, tailored outfit, or faded poncho
  scarred body, weathered body, or sturdy body
  Stats:
  Your maximum HP is 8+ Constitution
  Your damage is D8
  Alignment:
  Choose an alignment:
  
  Good
  Step in to help the defenseless against persecution.
  Lawful
  Bring a criminal to justice.
  Chaotic
  Play two sides against each other.
  Evil
  Doublecross someone.
  Starting Moves:
  Human
  When you spout lore about wanted criminals or agents of law in an area, take +1
  Elf
  Your innate magical talent grants you one extra level 1-5 Rune of Power at character creation
  Halfling
  When your deadliness is underestimated because of your size, take +1 forward to spellshot or 
  trick shot.
  Dwarf
  When you plant your feet firmly on the ground, you take +1 forward to the Defend move.
   
  You start with these moves:
  Magic Wand
  This is your wand. There are many like it, but this one is yours. You have crafted it, and shed 
  your blood on it, bonding it to you.
    
  Choose the material Your Wand is crafted from:
  Ash wood, Elm wood, Cherry wood, Mahogany, Ivory, Willow, Crystal
  Choose the style of your wand:
  Elegant, Pistol Grip, Copper Shod, Amber Inlay, Worn, Twisted, Jeweled, Sparkly
  Runes of Power
  You skin is marked with glowing Runes, proof and focus for your arcane power. When you 
  start at level 1, choose 2 Runes from the 1-5 list for Runes of Power .  When you gain a 
  level and mark your skin, choose a new Rune from the Runes of Power list appropriate to 
  your level.
  
  Spellshot (DEX)
  When you aim your magic wand and fire a magic bolt at an enemy, Choose to do your class 
  damage or select a Rune from your learned Runes of Power list and  Roll +DEX. On a 10+, 
  your spellshot hits, and does damage or the Rune triggers. On a 7-9, the shot hits but choose 1:
  ●
   You have to take several shots, placing someone or something nearby in danger, The 
  GM will tell you how.
  ●
  You are disrupted by magical feedback; take -1 forward on your next magical action.
  ●
  One of your runes affects you, GM’s choice.
  Wanted (WIS)
  When you enter a village, town, or city and decide to check the Wanted posters, Roll 
  +WIS. 
  *On a 10+ you are told of 2 local threats (criminals or monsters), the reward for capturing or 
  killing them, and take +1 ongoing against each of them. *On a 7-9 you are told of 1 local threat 
  (criminals or monsters), the reward for capturing or killing them, and take +1 ongoing against it. 
  *On a miss, there’s a wanted poster of you! The reward for you is your level x10 coin. Take -1 
  ongoing when dealing peacefully with any figure of law while in town.
  Unwelcome traveler
  When you deal with sedentary business owner, agents of the Law (who technically can’t 
  arrest you) and other particularly straight-laced folk, you can use “My willingness to leave 
  town” as leverage to Parlay.
   
   
  Gear:
   
  Your load is 9+STR. You start with one dungeon ration (5 uses, 1 weight), Leather Chaps (1 
  Armor, 1 weight), Your wand (near, 1 weight, usable by SpellSlinger only)  and 20 coin. ·         
  Choose your secondary weapon:
  ●
  A good knife (hand, thrown, 1 weight)
  ●
  A short sword (close, 1 weight)
  Choose one:
  ●
  Healing potion
  ●
  Adventuring Gear (5 uses,1weight)
  Bonds:
  Fill in the name of at least one of your companions in at least one:
   _____’s got guts! I’m glad they’re on my side.
  _____ can stick their disapproving looks up their arse!
   I ain’t never turnin’ my back on _____ again.
   I can’t remember if it was _____ or me that got us kicked out of town that time.
   
  
  Advanced Moves:
   
  When you gain a level from 2-5, choose one of these moves:
  Bad Medicine
  When you cast a healing spell on your flask and take a swig, heal D8 Damage and roll 
  +WIS. *On a 10+, goes down smooth. *On a 7-9, take -1 forward to spell shot or trick shot. 
  *On a miss, one of your Runes contaminates the brew - you suffer the effect of  that Rune, GM 
  chooses.
  Trick Shot (DEX)
  When you  fire Spellshot around cover or at a target you cannot see you curve the shot, or 
  ricochet it.  Roll +DEX. *On a 10+ Choose one from the 7-9 list for Spellshot , and you do your 
  class damage or your Rune triggers. *On a 7-9, choose two from the Spellshot 7-9 list and do 
  your damage or your rune triggers.
  Try Me.
  When you use Discern Realities on a person, on a 7+ also ask the question “would they back 
  down from a fight or threat of violence?”
  Dual Wands
  When you have won, inherited, crafted, or stolen a second  wand and shed your blood on 
  it, and bonded it to you, describe it’s construction. It has the same tags as your main wand. 
  When you use two wands for Spell Shot or Trick Shot, deal +1d4 damage, even if you don't 
  choose to deal damage.
  Fastest Wand in the Realm
  When you roll a 10+ on Spell Shot or Trick Shot, you may choose one from the 7-9 list and 
  choose an extra Rune to activate.
  Deflect Spell (DEX)
  When a spell targets you and you try to deflect it, roll +DEX. *On a 10+, you deflect it safely. 
  *On a 7-9, choose 1:
  ●
  Deflecting the spell disrupts your concentration, take -1 forward to your next action.
  ●
  You deflect the spell into someone or something else, GM’s choice.
  Dangerous Reputation
  When you use your reputation to Parlay with or threaten someone, roll +DEX instead of 
  +CHA.
  Duelist
  
  When you face someone in a duel, you take +1 ongoing against your opponent while the Duel 
  continues and you observe it’s rules.
  Call Wand
  When you have had your wand removed from you and it is near, you may call it back to your 
  hand.
  Call Steed
  You have a faithful steed. Give it a name. When you whistle for it, it will rush to your side
  True Grit
  When your situation looks hopeless, and you grit your teeth to struggle through the pain, 
  roll +CON. *On a 10+, choose 2. *On a 7-9, choose 1:
  ●
  You are discounted as a threat and ignored.
  ●
  Your enemy reveals a fatal flaw.
  ●
  Someone or something useful is just within reach...
  ●
  You refuse to let mere injury stop you! Gain D6 HP.
  Arcanist
  Get one move from the Wizard or Druid class list. treat your level as one lower for choosing the 
  move. You cannot use this move to take another multiclass move. 
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
  Quickdraw
  When combat begins and you are aware of your enemy, you always go before your enemy 
  and take +1 forward on your first action in that combat.
  Wands Akimbo
  Replaces Dual Wands
  You are a master at firing your two wands simultaneously When you use two wands for Spell 
  Shot or Trick Shot, choose one:
  ●
  deal +1d8 damage, even if you don't choose to deal damage. 
  ●
  choose a second Rune to take effect. 
  Absorb Spell (DEX)
  Replaces Deflect Spell
  When a spell targets you and you try to absorb it, roll +DEX. On a 10+, You take +1 forward 
  to Spell Shot or Trick Shot. On a 7-9, choose 1:
  ●
  you suffer an arcane backlash; take 1d4 damage.
  ●
  you absorb the spell's energies, but it's too much to handle; take -1 forward.
  
  Hair of the dog
  Replaces Bad Medicine
  When you cast a healing spell on your flask and take a swig, heal 1d8 damage and cure 
  a debility. Roll +WIS. *On a 10+, goes down real smooth, heal an extra D6. *On a 7-9, take -1 
  forward to spell shot or trick shot. *On a miss, one of your Runes contaminates the brew - you 
  suffer the effect of that Rune, GM chooses.
  Hard Bargain.
  When you parlay with someone, on a 7+, take +1 forward against them.
  Showdown
  Replaces Duelist
  When you face someone in a duel, you take +1 ongoing against your opponent while the 
  Duel continues and you observe it’s rules. If you win the Duel fairly, you gain leverage and +1 
  forward to Parlay with anyone who witnesses your victory.
  Born in the Saddle
  Requires Call Steed
  When you ride into danger, roll +DEX. *On a 10+ hold 2. *On a 7-9 hold 1. Spend hold one for 
  one on the following:
  ●
  Your steed knocks over or kicks an opponent.
  ●
  You haul an ally onto your steed behind you.
  ●
  Your steed makes an impressive jump or manoeuvre.
  ●
  You ride like the wind.
  Long Shot
  Your wands gain the Range: far and Piercing 1 tags. When you take a few moments to 
  steady your shot and aim at a far away target, take +1 to Spellshot or Trick Shot.
  Crack Shot
  When you fire Spellshot or Trick Shot at an unmoving target, no matter how well 
  protected, a 7-9 result counts as a 10+.
   
  Runes of Power:
  When you gain a level from 1 to 5, choose from these Runes.
  Float
  Target floats for a few moments.
  
  Slam
  Target is knocked off their  feet!
  Chill
  Target is momentarily numbed by cold, making them slower to react to threats. You or an ally 
  take +1 forward against them for a physical attack
  Stupefy
  Target is confused by bright flashes of light for a few moments, making it hard for them to think 
  clearly. You or an ally take +1 forward against them for a mental challenge
  Pain
  Target is distracted by a surge of pain for a few moments. The next miss rolled against the 
  target is treated as a 7-9 result.
  Smoulder
  The target’s clothes, fur, or other flammable material begins to burn.
  Weaken
  Next time the target does damage, it does 2 less damage.
  Shock
  A jolt of electricity causes the target to spasm uncontrollably. For the target’s next action, and 
  you or an ally may take +1 forward to defend against it.
  Corrode
  Acid splashes the target, dissolving some of it’s protection. Target takes -1 armor ongoing until 
  the acid is washed off.
  Feet of Clay
  Target’s movement is slowed for a few minutes.
  Disarm
  Whatever the target is holding in one of it’s hands  is flung from their grasp and lands nearby.
   
  When you gain a level from 6-10, choose from these Runes or the level 2-5 Runes.
  Freeze
  Rreplaces Chill
  Target is encased in ice for a few minutes!
  
  Debilitate
  Replaces Weaken
  Next time the target does damage, it does half damage.
  Dissolve
  Replaces Corrode
  Burning acid splashes the target, eating away at armor or thick hide! Target takes -2 Armor 
  ongoing until the acid is washed off.
  Agony
  Replaces Pain
  Target is doubled over in agony for a few moments . The next attack against it is an automatic 
  hit.
  Blaze
  Replaces Burn
  Target bursts into flame!
  Feet of Stone
  Replaces Feet of Clay
  Target is stuck in place for a few minutes!
  Chain Lightning
  Replaces Shock
  Lightning hits your target, and another target nearby. The lightning causes uncontrollable 
  spasms, and the stunning shock disrupts their next actions. You or an ally may take +1 forward 
  to defend against the targets.
  Port
  Target is teleported a short distance into a tight spot
  Detonate
  If the next attack that hits the target kills it, the target explodes and spreads the effect of the last 
  Rune of Power other than Detonate that affected the target to nearby targets.
   
  Alternate Playbook: The Good, The Bad, 
  and The Ugly
  
  Below are Drives which replace alignments, and Motives, which replace races.
  Drive
  What Drives you to take up your wands? Pick one:
  ⃞The Good
  Let them think you are a self-serving heel, but do the right thing
  in the end.
  ⃞The Bad
  Doublecross someone.
  ⃞The Ugly
  Do something stupid for the Ecstasy of Gold.
  Motive
  Choose any race, and then choose what motivates you:
  ⃞Mysterious Stranger
  Nobody knows who you are. When your stoic silence lets others
  come to their own conclusions about your motives, you may add
  the questions "What do they want?" and What do they Fear?" to the
  list for Discern Realities against them.
  ⃞Bandito
  You know greed. When you appeal to someone's greed, you always
  have leverage to Parlay.
  ⃞Corrupt Badge
  Your power isn't just in your wands. When you abuse your position
  of authority to threaten someone, you always have leverage to Parlay.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Spellslinger.pdf