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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

Nom an apple and go to the Trading place I guess.
Feeling aimless, going under therapy to recover from trauma.
🎶 Floor Music: Chipzel - The Volcano Stage 🎵

- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.
Party Level: 4 / Party XP: 4 (Next Level at 14 XP) / Party Gold: 9

With two votes, you pick up 1 apple to regain 8 HP each and head to Val.





Val:
"I'm 'sposed to give you extra trade deals now. Of course I'm only offering you one trade each. But I have to give you the option of trading equipment with each other instead of me. I guess that's fine, you adventurers mostly carry junk anyway."

You can trade with Val, or swap the equipment with another contestant instead. If you swap equipment with a contestant, neither of you can take Val's trade.


In Character Order
Your Equipment Val's Trade Or Swap With:
<Size 2> POST Beeps - [ ]+[ ] : Do ??? based on ???, return 2 invalid dice. <Size 2> Minigun - [Max 5] : Do [ ] damage.
(+1 use each turn...)
(1 use this turn)
Brawler
Refraction - [Odd] : Gain 1 Reduce and 1 Mana Illipia's Aura - [Stockpile 3 Evens] : Get 1 Reduce. Reduced damage is recovered as HP until next turn. Robot
(1) Sealed Weapon - [6]+[6]+[6]+[6] : Get a upgraded Large Legendary Weapon. (3) Scrap Mettle - [ ] : Do 1 damage for each Aspect you have, harvest an Aspect from the enemy. Busker ~ (4) <Size 2> Tower of Babel - [Stockpile 5 Matching Dice] : Do [ ] damage.
Hurricane - [Range 3-5]+[Range 3-5] : Do [ ] damage. On doubles: Inflict Confuse. Dual Wingbeat - [Max 4] : Do [ ] damage, and [ ] damage at the end of the enemy's turn. On W, the next two turns. Bunjurer
Heat Expansion - [Max 3] : Triple dice value, returned dice are burning Saucery - [Max 4] : Increase dice value by 1.
Start of turn: Infuse this.
Dragon









The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 35/36 Limit 7/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 24/36 Limit 11/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 26/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 4/11 Dice 4
Dragon HP: 17/18
Tyrant (Lead) HP: 17/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 21/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
I'll hold on to Heat Expansion, because even though I haven't been able to get much mileage out of it because of the Jester modifier, it'll be very useful later.

Super Marshmallow terrifies me, meanwhile Wickerman should be a breeze. So vote for Wickerman.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Accept the trade (Hurricane -> Dual Wingbeat) and fight that cool guy blocking the stairs.
Accept the trade, as while in normal circumstances I'd basically have to completely redo my build in order to properly leverage it at this point, for this floor it could potentially be useful if I can use it alongside Galaxy.

Hypothetically I might be able to make Illipia's Aura work in my current build by swapping it and Galaxy in place of I'm Helping! and Distortion, but that'd cost me a lot of my dice-manipulating capability.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.

Definitely keeping POST Beeps (embrace the randomness) and voting for the stick guy.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
"Thank you, ma'am."

Accept her trade (Sealed Weapon -> Tower of Babel.) Equip Blizzard Tome where the Sealed Weapon once was.

The majority vote seems to be in favor of the Wickerman, so fight the cool dude I guess.
Feeling aimless, going under therapy to recover from trauma.

Val:
"Great, glad to make a trade, or whatever. Weird that the Busker isn't on your team, actually?"

In Character Order
Your Equipment Val's Trade Or Swap With:
<Size 2> POST Beeps - [ ]+[ ] : Do ??? based on ???, return 2 invalid dice. <Size 2> Minigun - [Max 5] : Do [ ] damage.
(+1 use each turn...)
(1 use this turn)
N/A
Traded
Traded
Traded
Heat Expansion - [Max 3] : Triple dice value, returned dice are burning Saucery - [Max 4] : Increase dice value by 1.
Start of turn: Infuse this.
N/A





🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.

Wicker Man:

HP: 220/220
Dice: 3

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer



Wicker Guy shouldn't be too hard... At least with this loadout. He's pretty deadly when he's usin wildfires.

Party Condition:
Robot Brawler Sage Trainer (Double Battle!) Bunjurer
CPU 13 [3], [1], [4], [5] [1], [3], [1], [4], [6] [2], [4], [2], [6] [5], [4], [6], [5]









Tag Team HP: 36/36











The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 35/36 Limit 7/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 24/36 Limit 11/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 26/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 4/11 Dice 4
Dragon HP: 17/18
Tyrant (Lead) HP: 17/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 21/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
4 in Dual Wingbeat

Reroll a 2 with Combat Twirl -> 1 -> 3 -> 4 ;_;

2 in Leer, 4 in Stealth Rock, 6 in Protect
Code
Convoy Items:
Stone Tome - [2-5] : Do [ ] Weaken damage. On Break: Double Damage. 
Steel Knife - [ ] : Do 3 damage. 
Meteor - [CD 20] : Do 20 burn damage, burn all dice.


Take Meteor for this fight.

3 + 4 -> Elstone -> Elstone Breaks! (7 Damage x2 = 14 Damage)
Everything else (6 + 1 + 1) -> Meteor (CD: 12)

Man, this turn sucked for me.
Feeling aimless, going under therapy to recover from trauma.
Use [4] to prepare Healing Crystal
Use [5] to prepare Heat Expansion
Use [5] to prepare Heat Expansion
Throw [6]

Bad first turn
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.

Wicker Man:

HP: 133/220
Dice: 3

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer




The Trainer uses [4] in Dual Wingbeat for 4 damage, rerolls [2] > [1] > [3] > [4] with Combat Twirl and then uses [2] in Leer for 2 Weaken, [4] in Stealth Rock for 3 and 3 damage and [6] in Protect for Reduce All.
The Mage uses [3] and [4] in Elstone for 14 damage, breaking it. [6], [1] and [1] are used in Meteor, reducing the CD to 12.
The Bun prepares Healing Crystal, Heat Expansion and Heat Expansion, then throws [6] for 1 damage.
The Brawler triple splinters [5] to [2] [1] [1] [1], flips a [1] to [6] with Distortion, uses Nisha Boost at the cost of 2 HP to boost [3] [6] [4] [2] [1] [1] [1] to [4] [6] [1] [5] [3] [2] [2] [2] and get +1 Mana, uses [2], [2], [2] [1] and [6] in Flexible Mind for +5 Mana (CD 18), Limit Breaks for +3 Mana and 8 damage, [4] in I'm Helping! to return [6], [2] and [4], [6] in Flexible Mind to further reduce the CD to 12 and get +1 more Mana, [3] and [5] in Nisha is Pocket at the cost of 2 HP for +2 Mana and 11 damage, [2] and [4] in Galaxy for +2 Reduce and 6 damage and [6] in Kapow Punch for 17 damage and -11 Mana.
That's a total of 42 damage. I'm a bit upset I can't say I was able to one turn kill Wicker Man in single player, but that's still really cool. Brawler is a lot of fun =D
The Robot does "Roll [4] (CPU 4) ~> Roll [2] (CPU 6) ~> put [4] in the left slot of POST BEEPS and [2] in the right slot to get Parry 4 and return [0] and [0] ~> [0] in Bit Flip for 7 damage and returning a [7] ~> Roll [5] (CPU 11) ~> [7] in NaN Error, returning [7] and [0]. (CPU 12) ~> [5] in Glitch for 5 damage ~> [0] in Bump to get [1]. ~> [7] and [0] in PC LOAD LETTER for 7 damage and confuse. ~> [1] in Abnormal End for 1 Curse. ~> [0] in Guru Meditation for absolutely nothing. ~> Roll [5] (Bust!)" for a total of 19 damage, Curse and Confuse.


Wicker Man rolls [3], [2] and [2].
VS. Robot: Uses [3] in Venus Fly Trap, triggering curse and taking 1 Confusion damage. [2] and [2] go in Wicker Staff, setting it's CD to 8.
VS. Brawler: Uses [3] in Venus Fly Trap for 1 damage. [2] and [2] go in Wicker Staff, setting it's CD to 8.
VS. Sage: Uses [3] in Venus Fly Trap for 3 damage. [2] and [2] go in Wicker Staff, setting it's CD to 8.
VS. Trainer: Both skills are weakened and the Dragon has Reduce All, so all he does is put [3], [2], [2] in Wicker Staff to set it's CD to 5.
VS. Bunjurer: Uses [3] in Venus Fly Trap for 3 damage. [2] and [2] go in Wicker Staff, setting it's CD to 8.


Party Condition:
Robot Brawler Sage Trainer (Double Battle!) Bunjurer
CPU 13 [5], [3], [3], [4] [1], [6], [3], [3], [1] [4], [3], [6], [6] [1], [3], [5], [6]
Wingbeat (At the end of your turn, do 4 damage)









Tag Team HP: 34/36











The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 35/36 Limit 7/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 19/36 Limit 3/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 23/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 4/11 Dice 4
Dragon HP: 17/18
Tyrant (Lead) HP: 17/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 18/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Use [5] to prepare Heat Expansion
Put [1] into Heat Expansion, turning it into a burning [3]
Put the non-burning [3] into Heat Expansion+, turning it into a burning [6]
Throw the burning [3] and [3]s, and [6]
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

3 -> Anvil (repair Duplicate to 4 Durability, split 3 into 2 + 1)
6 -> Duplicate (get extra 6)
6 + 6 -> Meteor (CD 12 -> 0 = 40 Damage, all Burn)
Everything else (1 + 1 + 1 + 2 + 3) -> Meteor (CD 20 -> 12)

Total Damage = 40
Feeling aimless, going under therapy to recover from trauma.
6 in Leer, 6 in Wing Attack

Reroll 3 with Combat Twirl -> 3 -> 6 -> 2

4 in Dual Wingbeat, 2 in Stealth Rock (return 2), pass turn

Roll [3] (CPU: 3) -> Glitch with [3], 3 damage.
Roll [4] (CPU: 7)
Roll [1] (CPU: 8) -> Abnormal End with [1] (Replace with Bump) and Glitch with [4], 4 damage +1 Curse.
Roll [4] (CPU: 12) -> Bump [4] into [5] (Replace with NaN Error) -> NaN Error with [5] to get [5] and [0] (Replace with Bit Flip)

Jackpot!
From the following options:
Snake Eyes (Roll 2 ones)
Heat Ray (Burn all dice)
Protection (Reduce damage by 1)

Pick Heat Ray.
POST Beeps with [5] and [0] to get two [0]s (Replace with PC LOAD LETTER+), +???.
PC LOAD LETTER+ with [0] and [0] for epic nothing damage wise, +1 Confuse.

Total: 7 damage +???, +1 Curse, +1 Confuse.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
Put a [3] in Ink Spatter, then [4] in Headbutt, then Boost, and put the resulting [6] in Headbutt as well. This leaves me with a [4], which can just go in Flexible Mind.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
🎶 Battle Music: Chipzel - Fighting Chance 🎵
- Everyone uses a deck to play cards. Deck mechanics are modified by your own character's abilities.

Wicker Man:

HP: 22/220
Dice: 3

Condition:
Vs. Robot Vs. Brawler Vs. Sage Vs. Trainer Vs. Bunjurer
7 Mana




The Bun uses [5] to prepare a Heat Expansion M, expands [1] to [3B], [3] to [6B] and [3B] and throws them all for 12 damage.
The Sage does "3 -> Anvil (repair Duplicate to 4 Durability, split 3 into 2 + 1) -> 6 -> Duplicate (get extra 6) -> 6 + 6 -> Meteor (CD 12 -> 0 = 40 Damage, all Burn) -> Everything else (1 + 1 + 1 + 2 + 3) -> Meteor (CD 20 -> 12)" Hey, handy formatting!
The Tag Team uses [6] in Leer to inflict 2 Weaken, [6] in Wing Attack for 6 damage, rolls [3]>[6]>[2] with Combat Twirl, uses [4] in Dual Wingbeat for 4 damage and [2] in Stealth Rock for 1+1 damage. At the end of the turn, Wingbeat does 4 damage. (2 weaken, wingbeat, 16 damage)
The Robot does "Roll [3] (CPU: 3) -> Glitch with [3], 3 damage. -> Roll [4] (CPU: 7) -> Roll [1] (CPU: 8) -> Abnormal End with [1] (Replace with Bump) and Glitch with [4], 4 damage +1 Curse. -> Roll [4] (CPU: 12) -> Bump -> [4] into [5] (Replace with NaN Error) -> NaN Error with [5] to get [5] and [0] (Replace with Bit Flip) -> Jackpot! -> Pick Heat Ray (Inflict Burn All) -> POST Beeps with [5] and [0] to get two [0]s (Replace with PC LOAD LETTER+), +Wicker Man gains +7 Mana. -? PC LOAD LETTER+ with [0] and [0] for epic nothing damage wise, +1 Confuse." Total: 7 damage, give +7 Mana, +1 Curse, +1 Confuse, Burn All.
The Brawler uses [3] in Ink Splatter to inflict Blind, [4] in Headbutt for 4 damage, uses Nisha Boost for 2 HP to increase [5][3]>[6][4] and get +1 Mana, then [6] in Headbutt for 6 damage and [4] in Flexible Mind for +1 Mana, reducing it's CD to 8. (10 damage, 1 blind, +2 Mana, -2 HP)


Wicker Man rolls [6], [5] and [5].
VS. Robot: Wicker Man is cursed and confused. All dice are burning. Uses [6] in Venus Fly Trap, triggering Curse, then [5] and [5] in Wicker Staff for 9 damage and 2 burn. Wicker Man receives 2 damage from Confusion and 12 damage from Burn.
VS. Brawler: [6] is Blinded! Uses [6?] in Venus Fly Trap for 1 damage, then [5] and [5] in Wicker Staff for 9 damage and 2 burn.
VS. Sage: All dice are burning! Uses [6] in Venus Fly Trap, doing 6 damage and recovering 2 HP, then [5] and [5] in Wicker Staff for 9 damage and 2 burn. Wicker Man receives 12 damage from Burn.
VS. Trainer: Both skills are weakened! Can't use Venus Fly Trap-, uses [5] in Wicker Staff for 5 damage, burning 1 dice.
VS. Bunjurer: Uses [6] in Venus Fly Trap, doing 6 damage and recovering 2 HP, then [5] and [5] in Wicker Staff for 9 damage and 2 burn.

Baby Squid:
"Hey, a lot of you were at full limit charge and took enough damage to fully recharge your limit that turn. If you used limit break, you could have maybe stopped the damage, or even if you didn't, you'd have your limit break again from the damage you've taken! After all, you can always summon me or another friend to help! I think if you used limit breaks a bit more often you'd be able to win battles a bit faster and save more HP! But I guess it can be hard to coordinate it with a lot of people, so don't worry!

I learned these tricks from when Jester came back to teach one of the minion training classes, they were so good! Lady Luck had to pay them a lot of money to teach us but they were one of her best minions and they learned a lot from battling in the dungeons again I think. Though I think they were trying to get us to rebel against Lady Luck again with the knowledge maybe! But I won't do that because I like my friends here but I guess I also kind of am if I'm helping you to fight so umm yeah."

Party Condition:
Robot Brawler Sage Trainer (Double Battle!) Bunjurer
CPU 13 [6B], [5B], [5], [5] [2B], [3B], [1], [2], [1] [4B], [2], [6], [1] [3B], [1B], [2]
2 Burn 2 Mana, 2 Burn 2 Burn Wingbeat (At the end of your turn, do 4 damage), 1 Burn 2 Burn









Tag Team HP: 29/36











The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 26/36 Limit 11/11 CPU 13



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 7/36 Limit 11/11 Dice 4



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Sage HP 8/40 Limit 12/12 Dice 5



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tyrant. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 9/11 Dice 4
Dragon HP: 17/18
Tyrant (Lead) HP: 17/18

Dragon Innate: The Dragon is Weak to Ice. Rolled 1s and 6s become Ws.
Tyrant Innate: The Tyrant is Weak to Weaken. Weakened enemies take additional damage per weaken effect.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 3/36 Limit 11/11 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Sheesh, can there be a worse turn for me with this Jester rule?

Pass.
Feeling aimless, going under therapy to recover from trauma.
Ordinarily this'd be an awesome set of dice, but with my hand it actually kinda sucks. Put one non-burning [5] into Flexible Mind, Limit Break, then put the other non-burning [5] into Flexible Mind and Limit Break again.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.