Dice Whims
A Tabletop that makes you feel
Spells & Equipment
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Actions



Weave the Wind
Choose a target with less or equal Physical Mastery than you.
Move them to a hex of your choice within 5 hexes.
Deals 2 damage.
Action
3




Dewrocrasy
Choose 5 adjacent hexes.
Conjure a rejuvenating rain pouring on allies. Your party votes on a positive condition to bless those touched by the rain.
Confident, Lucky or Enraged.
Action
3




Threatening Pyres
Choose a target within 5 hexes.
Hurl a burning flame to them.
Deals 1 damage. When cast with Anger or Surprise, Crits on 9 and 10.
Action
3




Ripples of Life
Choose an ally.
Heal 3 damage.
Give them +3 Defence for 1 turn.
Action
3




Wild Friends
Call upon a friendly beast to assist you.
Deals 1 damage. Use Empathy to deal +1 more.
Up to 3 Empathy can be added.
Action
3




Unimaginary
Choose a hex. Create an unspeakable horror in it.
All adjacent creatures become Fallen.
Deals 1 damage.
Action
3




Enchantance
Choose one of your weapons.
It deals +1 damage.
Action
3




Sell Fish
Choose a target.
Attack them with your Charm or Deceit (must have them). Add your Talent Bonus to the roll.
Deals 2 damage.
Action
2




Darkest Bargain
Forge a pact with a mysterious spirit for 2 turns. Gain the following effects:
Critical hit on a roll of 9. Every Action deals additional 2 damage.
If you fail an Action, receive 5 damage instead.
Action
2




Reunionize
Choose a an ally within 10 hexes of you.
Teleport them to an adjacent hex.
They can use any Talent on their next Action.
Action
2




Entrapping
Choose a target.
They become Stuck for 2 turns.
Deals 1 damage.
Action
2




Enfungen
Choose 3 targets within 5 hexes.
Launch a barage of poisonous mushrooms at them.
Targets are Poisoned. Deals 1 damage, increasing by 1 each turn.
Action
2




Call of the Storm
Choose 3 adjacent hexes in up to 5 hexes away. Can damage allies.
Create an intense storm.
Add Menace or Focus to the Roll (must have it). Deals 3 damage.
Action
2




Friendly Completition
Choose 2 other allies. You all 3 roll a d20.
The winner becomes Confident and can use any Talent on their next Weapon Attack.
Action
2




Flimsy Puppet
Choose a target.
You choose their next Action. This Action is only limited by their own capabilities, talents, weapons and items.
The target acts immediately.
Action
1




Combusted
You transform in a living flame for 2 rounds.
Your Health increases by 10.
Every enemy that occupies adjacent hexes suffers 3 damage on your turn.
Action
1




Mass Crystalize
Imprison up to 5 creatures with less Physical Mastery than you within 5 hexes.
The creatures are considered Unconscious. Lasts 2 rounds.
Any other spell cast by you will interrupt and cancel this spell.
Action
1




Choir of the Forest
Call upon a merry band of friendly beasts. Choose a song for them to perform:
- Song of Flimsy - Deal 3 damage to each enemy within 5 hexes.
- Song of Whimsy - Heal 3 damage to each ally within 5 hexes.
Action
1




Encakement
Choose a target.
Turn their head into a cake. They become Traumatised.
Deals 2 damage.
Action
1




Skeledone
Choose a target with less Health than your Physical Score.
Kill them on the spot.
Action
1




Tumble Fumble
Emit a calming wave affecting all targets in adjacent hexes.
Enemies become Exhausted for 1 turn.
Deals 2 damage.
Action
1




Teleportals
Choose up to 5 allies within 5 hexes.
Teleport all of them up to 10 hexes away.
Give them +5 Defence for 1 turn.
Action
1

Reactions



Shield Of Air
Choose an ally.
Increase their Defence by +3.
Reaction
3




Inanimate Friend
When you are attacked, animate a nearby inanimate object.
It attacks your attacker. Deals 1 damage.
Reaction
3




Flabberghasp
Choose a dead target.
Capture their lingering essence.
Add 1 Trauma Die.
Reaction
2




Foresight in Sight
Spend 1 Empathy instead of rolling.
Lower the current Difficulty set by the GM by 5.
Reaction
2




Levitate
Ignore a Weapon Attack.
Choose a hex within 2 hexes and move to it.
Gain Elevated for 2 turns.
Reaction
2




Ice Bulwark
Choose an ally in an adjacent hex.
Increase yours and their Defence by +5 for 1 turn.
Reaction
2




Decoyance
When you are attacked, move to an adjacent hex and create an illusionary copy of yourself.
The Decoy is a valid target. You deal +2 damage while the decoy is active.
Lasts for 2 turns.
Reaction
2




Nothingify
Envelop yourself in a protective shell of Amber Crystal.
Ignore a Spell Cast against you.
Reaction
1

Interactions



Extrovertiate
Choose an ally.
On their next Critical Hit, they restore 1 Empathy.
Interaction
3




Connect The Dots
Choose an enemy.
The GM must reveal their feelings about the current situation.
Interaction
3




Brave Battle Preparations
Choose 2 allies.
One becomes Prepared and the other Brave.
Interaction
2




Use Less
Choose a Consumable.
Restore +1 use.
Interaction
2




Traces of the Past
Choose a location you can see.
The GM must reveal a single event that occured in it in the past day.
Interaction
2




Reburden
Revive a dead target within 3 days of death.
The spell can bring back a creature who's body has been completely destroyed. You are incurably Exhausted for 1 Day.
Interaction
1




Subjugate
Choose 2 enemies.
Lower their Mental Score by 5.
Interaction
1




Gather The Party
Choose 1 Negative Condition.
Your party will be unaffected by the first occurrence of the condition.
Interaction
1




Lead the Way
Choose 2 allies.
Both gain a Pathway Point on their next Critical Hit.
Each ally can gain a maximum of 2 points from this spell.
Interaction
1




Fartender
Choose a city in the world you have visited.
Teleport your whole party to it.
Interaction
1

Melee



Wildfire
Deals 2 damage.
Critical Hit: Sunders Armor. Enemies become Stripped for 1 turn.
Melee




Winged Sword
Deals 2 damage.
Flight (Action): Become Elevated for 1 turn. You can move to an adjacent hex.
Melee




Twin Sisters
Deals 3 damage.
Critical Hit: Reroll 1 die of your choice.
Melee




Spear of Specific Burdens
Deals 3 damage.
Can be thrown (Distant range) and can be retrived by Moving to an adjacent hex.
On Kill: Capture the enemy's lingering essence and get 1 Trauma Die.
Melee




Miss Stress
Deals 1 damage. Can be thrown (within 3 hexes). Must be retrived by moving to the same hex.
Critical Hit: Embeds into the target. The target is Stressed until the dagger is removed.
The dagger falls off on an enemy Critical Hit.
Melee




Shield of Living Snakes
Adds +3 to your Defence.
Deals 1 damage and the target is Poisoned. Deals 1 damage, increasing by 1 each turn.
Melee




Swifty Sword
Deals 3 damage.
Add your Acrobatics or Swiftness Talent to the roll (must have them).
Melee




The Brutal
Deals 4 damage.
Add your Strength Talent to the roll (must have it).
Melee




Windemere Warfan
Deals 2 damage.
On Crit: Choose a Spell with 3 uses. Cast it. It exhausts its use.
Melee




Heroic Amber Sword
Deals 4 damage.
Reaction (1): Cast Nothingify.
Melee




Teal Shield
Adds +3 to your Defence.
Reaction (1): When you receive a Trauma, redirect its effect to another target.
Melee




Lightus
Deals 3 damage.
Interaction (2): Create undetectable shinning light near you and see in darkness.
Action (2): Remove 1 Negative Condition.
Melee




Teal Blade
Deals 2 damage.
Reaction (2): When you receive a Trauma, add 2 Trauma Die.
Melee




Spear Of Clarity
Deals 2 damage.
Can be thrown (Distant range) and can be retrived by Moving to an adjacent hex.
On Crit: Remove 1 use from an Emotion.
Melee

Ranged



Flowerfall
Action (3): Don't roll, use 1 Empathy. Heals 2 damage. When Cast with Sadness heals 3 damage.
Action (3): Remove 1 Negative Condition.
Ranged




Baton of Fyre & Ise
Deals and Heals 2 damage.
Spell Upgrade: Your first Spell each day deals and heals +2 extra damage.
Ranged




Icebolt
Deals 3 damage.
On Crit: Deal its damage to 2 enemies.
Ranged




Trileaf
Deals 3 damage.
Action (3): Choose 1 ally. They deal +3 damage on their next Action.
On Crit: Restore 1 Empathy.
Ranged




Illumino
Deals 2 damage to 2 enemies.
Interaction (2): Create undetectable shinning light near you and see in darkness.
Action (1): Remove 1 Negative Condition.
Ranged




Crossbow Of Pain
Deals 2 damage.
Add your Stealth Talent to the roll (must have it).
On Crit: Reroll 1 die of your choice.
Ranged




Hookblade
Deals d10 damage. Benefits from only 1 Critical Hit.
Increases Movement to 2 hexes.
The signature weapon of the Seeker.
Ranged




War Window
Action (2): Cast a Spell. It Crits on 9 and above. Exhausts its use.
Reaction (2): Increase your Defence by +3.
Ranged

Distant



The Angered Flame
Deals 2 damage. When cast with Anger deals 3 damage.
Action (1): Become Prepared.
Distant




Gossip Staff
Deals 2 damage. When cast with Surprise deals 3 damage.
Action (2): Choose 2 targets. They become Stressed.
Interaction (2): Spy on a location you see within a reasonable distance. You see and hear everything there.
Distant




Hypnosi
Deals 1 damage to 2 enemies. On rolling a 9 or more, deals 3 damage.
Add your Charm Talent to the roll (must have it).
Distant




Teal Staff
Deals and Heals 3 damage.
Action (3): Use 1 Trauma die to heal 3 damage.
On Crit: Restore 1 Empathy.
Distant

Armor



Trifold Crystal Robe
Adds +3 to your Defence.
Reaction (3): When attacked by a Spell, you can increase your Defence by +3 for that attack.
Armor




Snake Sneak
Adds +2 to your Defence.
Interaction (3): Become Hidden. If you start combat while Hidden, you can reroll the Order Check against the GM.
If you cast a Spell, you are revealed.
Armor




Amber Armor
Adds +6 to your Defence.
Reaction (1): You can ignore a Spell Cast against you.
You can never be Hidden.
Armor




Veil of Whispers
Adds +2 to your Defence.
Interaction (2): You can hear whispers through walls and solid barriers.
Reaction (2): Become Hidden for 1 turn.
Armor




Flowing Robes
Adds +2 to your Defence.
Interaction (1): Choose an Emotion. Your Hysteria Limit is increased with +1 with it.
Only 1 Emotion can benefit from this effect.
Armor




Teal Armor
Adds +5 to your Defence.
Interaction (1): Choose a Trauma effect. You are immune to it while wearing this armor.
Armor




Splinter Mask
Adds +2 to your Defence.
Interaction (2): Assume the form of any humanoid you have seen. Speaking will reveal your true form.
Armor




Solid Steel
Adds +8 to your Defence.
Finest steel given form. Brutal, effective, insane protection.
Armor




The Lemon Aid
Adds +5 to your Defence.
Action (3): Heal 3 damage to an ally.
Armor




Living Tree Armor
Adds +3 to your Defence.
Reaction (2): Transform into a Living Tree. Your Health increases by +10. You are Stuck.
Armor

Item



Bag of Lucky Crystals
Interaction (1): Each party member draws a crystal from the bag.
Everyone rolls a d20. The highest roll becomes Lucky.
In case of a tie, the tied players roll again.
Item




Finest Lantern
Interaction (2): Illuminate a 5-hex radius with a ghastly light. Reveals hidden creatures.
Action (1): Direct the light at an enemy. They become Frail.
Item




Unyielding Ward
While worn, you cannot be Stuck.
Nullifies existing physical injuries.
Increases your Physical Score by +1.
Item




Mind Ward
While worn, you cannot be Frail.
Increases your Mental Score by +1.
Item




Trauma Chimes
Reaction (2): Choose an ally.
They ignore a Trauma effect.
The Trauma Die is still added to the pool.
Item




Mist Pipe
Action (2): Create a cloud of mist covering 3 adjacent hexes. All creatures inside are Hidden.
The mist lasts for 2 turns.
Heals 1 damage.
Item




Dream Catcher
Interaction (1): Capture a sleeping ally's dream. Ask them to recall it.
Action (1): Release the captured dream, causing all enemies within 5 hexes to become Stressed for 1 turn.
Deals 2 damage.
Item




Ancient Crown
A pristine crown, fit for a powerful ruler. Its weight matched only by its burdens.
Action (2): Become Invincible and Stressed.
Item




Pocket Hat
A standard edition professional adventurer hat.
Increases your Item count by +3.
Item




Journey Journal
When you receive a Trauma, gain 2 Trauma Die instead of 1.
When you acquire this item, choose an Emotion and add +3 to its uses.
Item

Consumable



Healing Brew
Always Succeeds, don't roll.
Action/Interaction (2): Heal 3 damage.
You can share this item with an ally.
Consumable




Goodwill Brew
Always Succeeds, don't roll.
Action/Interaction (2): Restore 1 Empathy.
You can share this item with an ally.
Consumable




Progress Brew
Always Succeeds, don't roll.
Action (2): Gain 1 Pathway Point. Must be your first Action and you loose your second Action.
You can share this item with an ally.
Consumable




Trauma Brew
Always Succeeds, don't roll.
Action (2): Remove one Trauma effect from yourself or an ally.
The Trauma Die remains in the pool.
Consumable




Whirlwood Honey
Taste the plesant honey.
Reaction (2): Gain +3 Defence.
You can share this item with an ally. It has one spoon, though.
Consumable




Teal Tea
Reaction (2): Choose a Negative Condition.
On a roll of 1, you get it instead of Trauma.
Consumable




Strange Mushroom Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Lucky.
Consumable




Strange Cheese Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Confident.
Consumable




Strange Mold Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Brave.
Consumable




Strange Meat Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Enraged.
Consumable




Cursed Powder
Action (2): Choose a an enemy. Throw the powder on them. They become Cursed.
Deals 2 damage.
Consumable




Salts Of Bramblebroth
The world-renowned salts from the beaches of Bramblebroth.
Reaction (2): Become Prepared.
Consumable




Bubbling Ruby
Ruby crystal extract in its natural bubbling form.
Interaction (2): Remove Hysteria from an Emotion and its uses become 0.
Consumable




Amethyst Juice
Amethyst crystal extract in its natural flowy form.
Interaction (2): Choose a Pathway Ability. It gains +1 use.
Consumable
