Whimsiflux world illustration - Fantasy theme
Fantasy

Whimsiflux

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dmtartaruga

A place of wonder, danger, and endless surprises, where the rules of reality are mere suggestions


Author's Note: Welcome, adventurers, to Whimsiflux, a vibrant, ever-changing realm where magic is as common as sunlight and the landscape shifts like a dream. Here, floating islands drift on pastel clouds, rivers flow uphill just to see the view, and everyday objects have personalities (like a Sass-Candle that complains if you don’t light it properly). At the heart of this chaotic wonderland lies The Wimflux, a region where reality itself glitches—rivers might turn into spaghetti, and houses might grow legs and wander off. In Whimsiflux, laughter is the most powerful magic, and every day is a new adventure. Currency System Even in a realm as whimsical as Whimsiflux, trade and commerce thrive—but the currency is as quirky as the world itself. Here’s how it works: Gigglecoins: The primary currency, these shimmering, iridescent tokens jingle like laughter when shaken. Each coin is stamped with the face of a different fey creature and is imbued with a tiny bit of joy. (1 Gigglecoin = a decent meal or a simple potion.) Whimberries: Glowing, magical fruits that grow on Whimsyvines. They come in various colors, each with unique flavors and effects. Highly perishable, they’re perfect for smaller transactions. (10 Whimberries = 1 Gigglecoin.) Fluxdust: A glittery powder from the Wimflux region, used for crafting and barter. It’s volatile and unpredictable, making it prized by mages and tinkerers. (100 pinches = 1 Gigglecoin.) In Whimsiflux, creativity and humor are your greatest assets. So grab your Boots of Rainbow Striding, pack a few Gigglecoins, and get ready for a journey where the only rule is: expect the unexpected!
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Created
70 days ago
Last Updated
3 days ago
VisibilityPublic
Enthrall
EnchantmentLevel 2
Enthrall

Description

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Spell Details
Level2
Range60
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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