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En5ider 421 Spells Pranksters-Spellbook
En5ider 421 Spells Pranksters-Spellbook
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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