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Wizards' Bout Top

Wondrous item - common

This wooden top is a favorite among children in the wizard city of Orostead, who use them in a local favorite game of Wizards' Bout. Many children repaint their tops to fit their personal aesthetic. You can spin the top using an action; roll a d8 and use the table below to determine the illusory effect created by the top. The effects are instantaneous.

d8Illusory Effect
1A burst of light flashes, followed by fading sparkles.
2Small vines grow up and around the top.
3The ground under the top rumbles and cracks, like an earthquake.
4A frigid whirlpool encircles the top.
5A viper coils around the top and strikes out.
6A sharp sound, like a whip, radiates from the top.
7A small pillar of flame flares upward from the top.
8A swirling breeze stirs around the top.

To play a game of Wizards' Bout, another creature must also spin a different Wizards' Bout top within 5 feet of you before the start of your next turn. When playing Wizard's Bout, a Tiny, illusory wizard appears above each top when it's spun, which then casts a magical spell against the opposing top. Each player has 10 points at the start of a game of Wizards' Bout, which are subsequently lost and gained depending on the tops' effects. You lose when you have 0 points at the start of your turn, or win if you start with 20 points or more. Refer to the table below to determine the top's additional effects when playing a game of Wizards' Bout.

Both players take turns spinning their tops. Each round is called a bout, and the tops' effects are resolved simultaneously at the end of each bout (even if one player spun their top first). Each effect is associated with a unique element. If that element trumps the one rolled by the opposing player, the opposing top's effect is negated.

d8ElementTrumpsWizards' Bout Effect
1RadiantThunder, PoisonRoll another d8. On a 1–4, the opposing top's effect misses and has no effect; you then gain 2 points. If this trumped the opposing roll, you gain 3 points instead.
2NatureEarth, RadiantYou gain 2 points. If this trumped the opposing roll, the opposing player also loses 1 point. The vines extend to the opposing top, slowing its rotation and causing the next roll made by the player to be reduced by 1d4 (to a minimum of 1).
3EarthAir, ThunderThe opposing player loses 1 point. The next time the opposing player rolls, they roll twice and you choose which result to use.
4WaterFire, EarthThe opposing player loses 1 point, or 3 points if this trumped the opposing roll.
5PoisonWater, NatureThe opposing player loses 1 point if this trumped the opposing roll. Otherwise, if the opposing player's roll would cause you to lose points, they also lose the same number of points.
6ThunderAir, WaterThe opposing player loses 1 point, or 2 points if this trumped the opposing roll. The next time the opposing player rolls, you choose if the result is either 1 higher or lower than the actual roll; treat 8 as if it were a number lower than 1.
7FireNatureThe opposing player loses 2 points. If the opposing player also rolls this effect or one that trumps it, you lose 1 point. You lose this point even though its effect is negated by being trumped.
8AirPoison, FireThe opposing player immediately rolls a second d8; you choose which result to use. If this trumped the opposing roll, the opposing player loses 2 points. If both players roll this effect, nothing happens.

Radiance, nature, earth and sea, spin alone, then spin with me! Poison, noise and flame and air, in Wizards' Bout, all games are fair!