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The Amazing Erstwhile Jocular

Prankster’s
Spellbook

W
hile many practitioners of
the arcane arts are noble pursuers
of truth, some students of magic are just
in it for the laughs. Ancient enchantments
can be inverted for a lark, and the creative
writing Andrew Englebrite
editing Mike Myler
possibilities are endless when magic is color art Rachel Maduro
being used just to see the look on observ- layout Eric Life-Putnam
ers’ faces. The following spells are perfect
tools for those who thumb their nose at
authority or who are simply up to no good.

EN World EN5ider
New Spells Dweebify
6th-level enchantment (bard, sorcerer; arcane trickster,
Befuddle Person Trickery domain)
2nd-level enchantment (bard, sorcerer; arcane trickster, Casting Time: 1 action
Trickery domain) Range: 150 feet
Casting Time: 1 bonus action Components: V, S, M (pair of spectacles that has been
Range: 30 feet broken and repaired)
Components: S, M (piece of writing rife with Duration: Instantaneous
misspellings) This lesser form of the infamous feeblemind spell
Duration: Concentration, up to 1 minute is designed to blast away only the personality and
An alteration of the common charm person spell, social skills of a creature within range. The target
this version retains the stupefying elements need- takes 3d6 psychic damage and must make a Cha-
ed to initiate the charm, but simply ends before risma saving throw.
plying the target’s will to leave it temporarily in a On a failed save, the creature’s Charisma score
dumbfounded and pliable state. becomes 1. In addition, the creature is frightened
A target creature within range must make a Wis- for 1d4 rounds after rolling initiative for combat.
dom saving throw. On a failed saving throw, the At the end of every 24 hours, the creature can
target’s mind is befuddled until the spell ends or repeat its saving throw against this spell. If it suc-
until it uses an action to clear its mind by succeed- ceeds on its saving throw, the spell ends.
ing on a concentration check against your spell
save DC. While befuddled in this way the target Fauxerball
has disadvantage on Intelligence, Wisdom, and 2nd-level illusion (bard, sorcerer; arcane trickster, Trickery
Charisma saving throws. domain)
Casting Time: 1 action
Compelled Fool Range: 150 feet
1st-level enchantment (bard, sorcerer; arcane trickster, Components: V, S, M (counterfeit manufactured good)
Trickery domain) Duration: Instantaneous
Casting Time: 1 bonus action Frustrated by the boasting of a rival wizard
Range: 30 feet of the evocation school, Ingvald the Illusionist
Components: V, S, M (clown wig)
Duration: Concentration, up to 1 minute
With an arcane tweak an opponent can be com-
pelled into foolishness. One creature you can see
within range must make a Wisdom saving throw.
On a failed save, the creature is compelled to make
people laugh. For the duration, it has disadvantage
on attack rolls. During each of the creature’s turns,
it uses a bonus action to tell a joke or do some-
thing foolish, making a Charisma check against
your spell save DC. The spell ends on a success.

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Prankster Spells  |  EN World EN5ider


crafted this spell to prove that only the impression an Intelligence (Investigation) check against your
of burning alive was really required. An illusory spell save DC to disbelieve the illusion.
bead launches from your pointing finger to a point The target can only discern that it is disguised if
you choose within range and then explodes with it is told about the illusion by other creatures.
illusory fire. Each creature in a 20-foot-radius
sphere centered on that point must make an Intel- Jumpscare
ligence saving throw. A target takes 5d6 psychic 1st-level illusion (bard, sorcerer; arcane trickster, Trickery
damage on a failed save, or half as much damage domain)
on a successful one. Casting Time: 1 reaction, which you take when targeted
The illusory fire is harmless to the area itself with an attack by a creature within range
and is only visible to the spell’s targets. Creatures Range: 60 feet
outside of that radius only see that targets inside it Components: V, S
react as if they were engulfed in flames. Duration: Instantaneous
At Higher Levels. When you cast this spell using With a flash you surround yourself with an illu-
a spell slot of 3th level or higher, the damage in- sion of terror to frighten your attacker away. The
creases by 1d6 for each slot level above 2nd. creature that targeted you with an attack must
make a Wisdom saving throw or become fright-
Ingvald’s Imposed Impersonation ened of you until the end of its next turn, missing
3rd-level illusion (bard, sorcerer; arcane trickster, Trickery with the attack it targeted you with.
domain) At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 2nd level or higher, the target re-
Range: 120 feet mains frightened of you for one additional round
Components: S, M (costume mask) for each slot level above 1st.
Duration: 1 hour
With this inversion of the common disguise self Karmic Backfire
spell you create an illusion around a creature you 1st-level enchantment (bard, sorcerer; arcane trickster,
can see and anything it is wearing or wielding, Trickery domain)
making it look different until the spell ends or un- Casting Time: 1 action
til you use your action to dismiss it. The target can Range: 30 feet
seem 1 foot shorter or taller and can appear thin, Components: S
fat, or in between. You can’t change its body type, Duration: Concentration, up to 1 minute
so the target must retain a form with the same ba- Ingvald the Illusionist skillfully avoided many
sic arrangement of limbs. Otherwise, the extent of conflicts with this spell and the coy phrase, “stop
the illusion is up to you. hitting yourself.” Choose a target weapon you can
This illusion is completely invisible to the tar- see within range. The next time that weapon
get, but it can be seen by any other creature that is used to attack, if the attack hits, any damage
observes it. The changes wrought by this spell fail that would be dealt to the attack’s target and any
to hold up to the physical inspection of others. For effects that would be inflicted on the attack’s
example, if you make a guard appear like a demon target are magically dealt to the wielder of the
with horns and a pointy tail, objects would pass affected weapon instead. Once damage is dealt in
through the tail and anyone who touches it would this way the spell immediately ends.
feel nothing. If the target weapon is being held by a creature,
Other creatures that interact with the target its wielder must make a Charisma saving throw.
can discern that it is disguised by using an ac- On a failure the target weapon is enchanted and
tion to inspect the target’s appearance, making its wielder does not realize it.

EN World EN5ider |  Prankster Spells


Phantasmal Embarrassment
4th-level illusion (bard, sorcerer; arcane trickster, Trickery
domain)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the memories of a humanoid you
can see within range and create an illusory mani-
festation of its most shameful or embarrassing
memory, visible to it and any other creature with-
in line of sight of it. The embarrassing memory is
distracting, and for the spell’s duration any attacks
made against the target and any of the target’s al-
lies that have line of sight to the target are made
with advantage.
If the target ends its turn in a location where it
Laughing Gas Cloud doesn’t have line of sight to any of its allies, the
2nd-level conjuration (bard, sorcerer; arcane trickster, creature can make a Charisma saving throw, end-
Trickery domain) ing the spell on a success.
Casting Time: 1 action
Range: 120 feet Snap Rocks
Components: V, S Transmutation cantrip (bard, sorcerer; arcane trickster,
Duration: Concentration, up to 10 minutes Trickery domain)
You create a 20-foot-radius sphere of purple fog Casting Time: 1 bonus action
centered on a point you choose within range. The Range: Touch
fog spreads around corners. It lasts for the dura- Components: V, S
tion or until strong wind disperses the fog, ending Duration: 1 minute
the spell. Its area is heavily obscured. Sometimes a quick distraction is all that’s need-
When a creature enters the spell’s area for the ed and this spell provides just that. You imbue
first time on a turn or starts its turn there, that explosive magic into up to three stones you touch.
creature must make a Constitution saving throw. A creature can throw (range 20/60 feet) or hurl an
On a failed save, the creature falls prone and be- imbued stone as a ranged spell attack or in a sling,
comes incapacitated and unable to stand up for the using your spellcasting ability modifier for the at-
remainder of its turn. Creatures that don’t need to tack roll. An object or creature hit by an imbued
breathe and those with an Intelligence score of 4 stone takes thunder damage equal to 1d4 + your
or less aren’t affected. spellcasting ability modifier. In addition, the im-
The fog moves 10 feet away from you at the start bued stone explodes with noise audible up to 100
of each of your turns, rolling along the surface of feet away. After being used to make an attack, an
the ground. The vapors, being heavier than air, imbued stone is destroyed.
sink to the lowest level of the land, even pouring When you use this spell to imbue more stones,
down openings. any previously imbued stones lose their magic.

Prankster Spells  |  EN World EN5ider


Swan Song of you can see through the illusion with a success-
3rd-level illusion (bard, sorcerer; arcane trickster, Trickery ful Intelligence (Investigation) check against your
domain) spell save DC. If a creature discerns the illusion for
Casting Time: 1 reaction, which you take when you take what it is, the creature can see through the image.
damage and are at half of your hit points or fewer In addition, you become invisible until the spell
Range: 30 feet ends. Anything you are wearing or carrying is
Components: V, S, M (opossum whiskers) invisible as long as it is on your person. Your invis-
Duration: Concentration, up to 1 minute ibility ends if you attack or cast a spell.
When defeat is certain, an overly dramatic
“death” can be the key to living another day. This Theme Song Curse
spell creates the illusion around yourself that 3rd-level enchantment (bard, sorcerer; arcane trickster,
the triggering damage killed you. You can shape Trickery domain)
this illusion to be as dramatic or as simple as pos- Casting Time: 1 action
sible. For example, if you were hit with a sword, Range: 60 feet
you could shape the illusion so that it appears as Components: V, S, M (broken musical instrument)
if you were struck in the heart, you could create Duration: Concentration, up to 1 minute
an illusion of your own gruesome decapitation, or Each creature in a 20-foot cube originating from
you could give your illusion a dramatic monologue a point you choose within range must make a
before slumping over dead. Charisma saving throw or become cursed with a
Your illusion isn’t perfect but it has both visual theme song. You may decide the exact nature of
and tactile components. If your chosen death il- the theme song, which can range from literal
lusion involves parts of you being separated, such music, to laugh tracks, or even a loop of annoying
parts can be both seen and touched regardless of noises or the sounds of bodily functions. For the
their distance from you. A creature that uses its duration, any creature cursed in this way emits
action to physically inspect you or an illusory part your chosen theme song and is audible up to a
range of 30 feet.
Any attack roll against an affected creature or
object has advantage if the attacker can hear it,
and the affected creature or object can’t benefit
from being invisible. e

EN World EN5ider |  Prankster Spells

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