Disclosure: I received a free copy of the PDF of Craghorn Twighorn’s Discount Spell Emporium from Kian Bergstrom for the purposes of writing this review.
Craghorn Twighorn’s Discount Spell Emporium (affiliate link) offers a bunch of spells for 5e that are designed to be deliberately unhelpful (or, at least, carry some extreme caveats). Obviously, there’s a lot of utility for this in the right game; a few of the spells are so situationally useful that they don’t make any sense until a perfect moment comes along, while others are simply comedic.
These are generally intended to be used as scrolls, magic items, or perhaps even effects brought down by an NPC, and no PC spell lists are provided. Some could logically fall into particular spell lists, but I’ll make a note on this later.
I’d broadly divide the spells into four categories: the referential, the situational, the comedic, and the scatalogical. The value of each of these categories differs.
A lot of these are referential, and as such they’re definitely down to taste. “Animal Farm” for instance, is a spell that makes beasts obey other beasts in a nod to Orwell’s classic novel. “Cassandra” gives the power of prophecy, but nobody believes the prophecy. There’s an 7th-level enchantment simply called “The Rock” that makes a creature incredibly charismatic and bold, at the cost of later suffering fatigue and exhaustion.
The referential spells generally feel good, though there are a couple places where the mechanics are a little iffy (e.g. “affleck”, which should really have some removal condition for its effects), which of course comes down to them being a humorous reference. Since, again, these spells are unlikely to feature as the centerpoint of a campaign, I don’t think this would be a giant issue.
Then you have the situational. These are spells that I could actually see a character using as a serious spell. “Mist Hand”, for instance, is an illusory hand similar to Mage Hand, but has some distinct qualities that people might actually use in its own right (e.g. it can go further away, and be used to lure enemies as a result). “Gentle” lets you target another creature and make them only deal nonlethal damage, which is cool.
In some games, especially more humorous games, it makes sense that a character might actually have some of these spells on their spell list (or, of course, that a powerful mage with a sense of humor may possess them in a more serious campaign).
My biggest gripe here is that there’s such a focus on being deliberately useless that many of these spells that are otherwise quite interesting are placed at a higher spell level than they should be and one almost gets the feeling that they’re not being taken seriously. If players have access to buying Twighorn’s scrolls, or at least the particular subset that fits into a particular game, they may actually be able to get some powers that are cool and play into things that other spells for 5e often don’t do.
Then you get into the comedic spells. These are ones like “Goat Friendship” and “Pork Entrail” that just exist to make the game more spontaneously weird. When used in the right context (which may require some setup), these can bring good value to the right game. Heck, I had a DM who would’ve killed for some of these.
Unfortunately, here is where you also find some small issues with balance. For example, “Mouthy Ward” has a permanent effect that would enable the detection of any creature in a 15-foot space (without specifying which creatures it can detect, which makes it a 2nd level illusion spell with an unintentional high-level divination effect) and then yell abuse at it. Of course, this is where the DM would come in to make sure that everything flows smoothly. Generally, however, the majority of these do work well, so take the nit-picking with a grain of salt: they’re not the tightest spells in terms of game mechanics, but they’re intended for a narrative effect and if you don’t want them to become prevalent in your game you can just excise them.
Then there’s the scatalogical. This is really the low point of the spells, though they tend not to be excessively vulgar. They’re maybe a half-dozen in total, and don’t deserve further note. It will entirely depend on the age and sense of humor at your particular table as to whether or not these go over well.
There are also a couple spells that are just plain powerful and useful, but they’re all within balance limitations (at least as far as I’m concerned; some of them do things that other spells don’t, so I’m going with my gut on how to balance some of the effects). Especially as spells read from scrolls with limited availability, I don’t see any problem with them.
There’s an additional overview of Twighorn himself, found at the end of the spell list. As a comedy-centered character with access to many of the spells included within, he won’t fit into every campaign (though a DM could play him as more of a tragicomic figure), but his stat block looks good and he could be an interesting adversary or ally.
The feeling I got from the spells overall was a little hard to define, so I’ll resort to a comparison. If you’ve ever played SJG’s Munchkin, this is basically taking the references and jokes from that and transplanting them into 5e. As with Munchkin, there are a lot of great things and some okay things blended together. If you’re running a game, you don’t necessarily want to give players unrestricted access to these spells, but they can be wickedly funny in the right context.