Table of Contents

Wandslinger

A clever spellcaster

Abilities

Wand Surge (Starting)

You may spend an Action Point or push yourself to cast a spell from a wand without expending any charges.

This can be used on a wand that has no charges left. Normally, you may only use a wand twice per Caper. Cantrip wands do not need this ability, as they can be used an unlimited number of times.

Spellcasting

You learn to cast a number of spells. Choose one cantrip you can use at will, and one 1st level spell you can use once per caper.

You can take this ability up to three times. Each time you take it, learn one more spell of every level you can cast, as well as one of one higher level. Each spell of 1st level or higher can only be cast once per caper. You cannot have more ranks in this than you have ranks in Study.

Subtle Spell

When casting a spell, you may spend 1 Stress to cast it without any verbal or somatic components (words or gestures). This makes it very difficult for observers to tell you're casting a spell at all, let alone what the spell does.

Careful Spell

When casting a spell that causes harm or deals damage in an area, you may prevent your allies from being affected at all. You may take +1d6 to resist consequences related to causing collateral damage with offensive spells.

Sometimes offensive spells can have unintended effects, such as damaging structures, objects, or bystanders. This ability helps you mitigate that harm.

Counter-mage

Whenever you see someone cast a spell, you immediately know what spell they're trying to cast, without having to roll. Take +1d to resistance rolls to resist a spell affecting you. If you have access to the spell they're trying to cast, you can expend a use of it to automatically resist without spending any Stress

Normally, anyone can make a Study roll as a Gather Information check to determine a spell being cast, but with this ability you don't need to roll. You can tell what spell someone is casting before you decide to counter it. You may counter a spell using a wand that you have ready access to.

Spell Focus

You may expend your special armor to resist the consequences of spellcasting (either you casting a spell or resisting one), or to push yourself when trying to cast a spell.

This also applies to casting spells using wands. When you use this ability, tick the special armor box on your playbook sheet. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t spend 2 stress. Your special armor is restored when you select your load at the start of a job

Divine Adept

You can tick your Special Armor box to do one of the following: Reduce one harm 1 level from yourself and up to 2 other people you can touch; Stabilize a dying creature without a check; Make an undead creature or fiend cower in place or run away from you for a minute (with a Controlled/Standard Cast check, adjusted depending on relative strength).

You must be at least somewhat devoted to any religion, faith, or deity in order to take this ability. When you use it, you show some overt manifestation of your faith, such as a bright silvery light, wisps of purple smoke, the ringing of trumpets, etc. Maybe you have a holy symbol you use to channel the magic.

Twin Soul

Your familiar is more powerful, with enhanced senses and abilities. It gains one arcane ability: intelligence, mind link, or venomous. You may take this ability again to choose an additional ability for your pet.

This does not grant you a companion you wouldn't otherwise have. The familiar gains the ability to see in total darkness, and a special ability. Intelligence means that it can speak and act intelligently on your behalf. Mind-link allows you to share your thoughts and senses telepathically with your familiar, at very long range. Venomous allows the familiar to inject a paralytic venom into an enemy with a bite or sting that can affect a human-sized target for about 30 minutes.

Pact of the Chain

You have made a pact with a powerful entity to summon a special, more powerful familiar, such as an Imp, Quasit, Pseudodragon, Sprite, or Lantern Archon. This familiar has more intelligence than a standard animal, but isn't directly created from your magical essence; it's more independent, and might have its own agenda. It gains one special ability: invisibility, resistance, disguise, or holiness.

The familiar has a personality and free will and, though it is bound to obey your orders, it is ultimately beholden to whichever entity you made a pact with. What is their true agenda? Invisibility allows the familiar to become completely unseen at will, though if it attacks anything it is revealed temporarily. Resistance grants it +1 armor, and it fully recovers any harm during downtime. Disguise allows it to take the form of a similarly-sized animal (choose one or two forms it can take) at will. This is a cosmetic change only, but it appears to be a completely normal creature of its type. Holiness allows the creature to generate light at will, even in magical darkness, and is effective in combatting supernatural evil and the undead. It gains potency when attempting harm or detect such creatures or effects. This ability can only affect a familiar, not another kind of pet.

Wand Exchange

You may spend a downtime action to switch a Wand you own for another of the same level. Additionally, when using Acquire Asset or a Long Term Project to acquire a new wand, you receive +1 effect level.

Voracious Learner

Gain an additional xp trigger: you cast a spell you've never cast before.

Wandslinger Equipment

Wand Bracer (1 Load): Allows you to carry up to five wands and swap between them with a flick of the wrist. * The wands contained in it don't count against your Load, but loading and unloading the bracer requires a few minutes of fiddling.

One Cantrip Wand (1 Load): The first time you use this item, choose the spell it contains. * Once you choose the spell, it stays the same for the character's entire career. This doesn't count against your Load if it's in your Wand Bracer.

A Second Cantrip Wand (1 Load): Same as the other one.

One 1st level Wand (1 Load): Like other wands, this wand has 2 charges, replenished after each caper. The first time you use this item, choose the spell it contains.

Special: When your crew goes up in Tier, you receive 1 wand. The spell level of this wand is equal to the new Tier -1. So when you go from tier 0 to 1, you receive a cantrip wand.

Familiar: You have a Familiar, a small animal created from your magical essence. It obeys your commands and tries to anticipate what you want. This can be any natural creature smaller than you, such as a raven, frog, cat, or monkey, and often has some kind of distinguishing feature or deformity to single it out as a familiar. * Cohort (Expert: Spy). If your familiar is killed, you gain the level 1 Harm Uncentered