Spellthief

Spellthief

curvy-knife.png
curvy-knife.png

Candy from a baby, jewels from a case – taking is the efficient rogue’s best method, and it didn’t take you long to learn you can also take magic from a wizard. They might tell you never annoy a wizard, but when you’re the one able to throw a magic missile back at the bookworm, they only tell you once.

Names

Human: Corwen, Dyson, Padfoot, Stefan, Wystan; Angelica, Feather, Maria, Yvaine

Elf: Athdardas, Castien, Draugyan, Verien; Aniel, Caranya, Raeauriel, Silwen

Halfling: Albo, Andwise, Gudo, Henry, Porco; Bell, Donamira, Lalia, Prisca, Tanta

Look

Choose one for each:

  • Black clothes, nondescript clothes, robes, flashy clothing

  • Hood and cloak, shaven head, long hair, wide-brimmed hat

  • Hooded eyes, twinkling eyes, dead eyes, piercing eyes

  • Slight body, athletic body, soft body, svelte body

Stats

Your maximum HP is 6+Constitution.

Your damage die is d6. 

Alignment

Choose an alignment:

  • Good: Save someone from a magical ability being used for nefarious purposes.

  • Chaotic: Put your life in danger to get access to a spell or other valuable thing

  • Neutral: Profit from a spell or item stolen

  • Evil: Steal from someone who was not a threat?

Starting moves

Race move

Choose a race and gain the corresponding move:

  • Human: If a harmful spell you have recently filched is cast on you, the damage is halved (round up).

  • Elf: Magic is as natural as breathing to you. Take Sense Magic as a starting move.

  • Halfling: When you defy danger and use your small size to your advantage, take +1.

Class Moves

You start with these moves:

Flexible Morals

When someone tries to detect your alignment, you can tell them any alignment you like.

Backstab

When you attack a surprised or defenceless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+, choose two. On a 7-9, choose one:

  • Their armour is reduced by 1 until they repair it.

  • You create an advantage that gives +1 forward to you or an ally acting on it.

  • You deal your damage +1d6.

  • You don’t get into a fight with them.

Filch A Spell

When you backstab a magic-using enemy, roll+CHA. On a 10+, you steal a spell of your choice from the victim and store it in your memory until you sleep. On a 7-9, choose one:

  • You can’t memorise the spell for later and must use it immediately

  • You must forget one of the spells you have currently stolen

  • The GM will say which spell you get (before you know the list)*

  • You’ve exhausted yourself – that’s the last spell you can steal until you sleep again. 

*this is player-facing, rather than character-facing, but I can’t see the right phrasing yet.

Cast a Stolen Spell

When you cast a stolen spell from your memory, roll+CHA. On a 10+, the spell is successfully cast and you may cast it again. On a 7-9, the spell is successfully cast, but choose one:

  • The spell is forgotten. You lose it from your memory and may not cast it again.

  • You must have damaged it in the stealing – you are not in full control of its effects. The GM will say where it differs from your intent.

Maintaining spells with ongoing effects imposes a -1 penalty to using this move.

Tricks of the Trade

When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7-9, you still do it, but the GM will offer you two options between a cost, danger, and suspicion.

Gear

Your load is 8+STR .

You start with your own clothes (or someone else’s), some dungeon rations (5 uses, 1 weight), and choose from: 

1 weapon:

  • Dagger (hand, 1 weight)..

  • Rapier (close, precise, 1 weight).

  • Short sword (close, 1 weight).

2 items of Spellthief gear:

  • Backpack and adventuring gear (5 uses, 1 weight).

  • Lantern (2 weight) and oil (5 uses).

  • Healing potion.

  • Leather armour (1 armour, 1 weight)

  • Ragged bow and a bundle of arrows (3 ammo, 1 weight).

  • Three throwing daggers (thrown, near, 0 weight).

Bonds

You may have up to four bonds at a time. Fill in the name of one of your companions in at least one:

__________ has my back when things go wrong.

__________ helped me make some important contacts. I owe them.

__________ is my lover, or was, or would have been, or… it’s complicated.

__________ knows incriminating details about me.

__________ left me in a pinch when they were supposed to come through for me.

Me and __________ are the only survivors of a dubious adventure.

__________ has promised to help me leave this life behind.

__________ saw me steal spells from someone important.

I’ve worked with __________ before.

  __________ brings trouble with them wherever they go.

  __________ is woefully misinformed about the world. I will teach them what I can.

  __________ looks down on my method of magic, I’ll teach them!

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Cheap Shot

Requires: Backstab

When using a precise or hand weapon, your backstab deals an extra +1d6 damage.

Shoot First

You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

Underdog

When you’re outnumbered, you have +1 armour.

Sneakstrike / Spellstab / Sneakspell

When you backstab while you have a spell with a range of hand stolen, you can deliver that spell at the same time with a +1 forward to the Cast a Stolen Spell roll.

Sneaky Grimoire

You’re getting the hang of this – when you sleep, you may choose not to lose one of the spells you currently have stolen.

Earworm

When you wake after sleeping well, although you still lose your stolen spells, you may treat the Wizard cantrips as being in your memory.

Sense Magic 

When you Discern Realities, add these to the list of questions you can ask:

  • Who is using magic here?

  • What here is magical?

Thank You

When a spell is cast directly at you (whether positive or negative), you may attempt to Filch this Spell. Roll +CHA – on a 10+, you catch it before it takes effect, and store it in your memory until you sleep. On a 7-9, it will take effect, but GM will choose one of:

  • The spell takes full effect before it is filched

  • You can’t memorise the spell for later and must use it immediately

  • You must forget one of the spells you have currently stolen

  • You’ve exhausted yourself – that’s the last spell you can steal until you sleep again. 

This Needn’t Hurt

When you have been given time and skin contact by a willing donor, you may Filch A Spell from them. On a hit, it definitely is painless.

I See, I Want, I Take

When you backstab an enemy currently under an ongoing magical effect, roll+CHA. On a hit, you transfer that magical effect to yourself; on a 7-9, the transfer exposes you to danger, hurts or forces you to lose a stolen spell from your memory.

Cautious

When you use trap expert, you always get +1 hold, even on a miss.

Guild Thief

When you contact the guild and ask for assistance, roll+CHA. On a 10+, another thief shows up with what you need for a fair price. On a 7-9, you can still get what you want but there are strings attached or the guild wants a favour in return. On a miss, you have fallen out of good standing with the guild and need to make amends.

It Belongs in a Museum

When you are trying to snatch a significant treasure and get away with it, and no more, you have 2 armour.

The Smell of Sorcery

When you discern realities or use trap expert, the GM will also tell you what the closest magical effect or source is, if it’s within sight or scent.

Sneaky Bastard

Requires: Tricks of the Trade

When you disable a trap, you can reset it after you pass, so it catches the next person. When you pick a lock, you may set it so that it locks behind you again.

Trap Expert

When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold three. On a 7-9, hold one. Spend your hold as you move through the area to ask these questions:

  • Is there a trap here and if so, what activates it?

  • What does the trap do when activated?

  • What else is hidden here?

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Dirty Fighter

Replaces: Cheap Shot

When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.

Serious Underdog

Replaces: Underdog

You have +1 armour. When you’re outnumbered, you have +2 armour instead.

Stealthy Grimoire

Replaces: Sneaky Grimoire

You’re really getting the hang of this. When you sleep, you may choose not to lose two of the spells you currently have stolen.

In The Air Tonight

Replaces Thank You

When a spell is cast in your vicinity (whether positive or negative), you may attempt to Filch this Spell.

Drink the Ink / Suck the Book Dry / 

When you have time with a scroll, wand or other magical item containing a spell, you may Filch the Spell from it.

Goes Both Ways

Requires I See, I Want, I Take

When you backstab an enemy while you are under a magical effect, you may transfer the effect you are suffering to that enemy.

Heist

When you take time to make a plan to steal something, name the thing you want to steal and ask the GM three questions from the list below. When acting on the answers you and your allies take +1 forward.

  • What’s its most powerful defence?

  • Who else wants it?

  • Who will come after it?

  • Who will notice it’s missing?

Evasion

When you defy danger, on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.

Extremely Cautious

Replaces: Cautious

When you use trap expert, you always get +1 hold, even on a miss. On a 12+, you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your own advantage.

Notes

Starting point from Class Warfare toward a reddit discussion – https://www.reddit.com/r/DungeonWorld/comments/6l3hb3/spellthief_class/

Originally Rogue (Assassin + Thief) + Blue Mage

Elf names from http://www.rdinn.com/generators/2/elven_name_generator.php

Curvy knife from http://game-icons.net/lorc/originals/curvy-knife.html

Needs multiclass moves

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