You proudly string together a cleverly crafted pun based on the situation your character finds themselves in with subtle enchantments for all creatures in range to hear. If a creature can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. The player must announce the pun to successfully cast. Any players that chuckle or respond positively are immune to the spell's effects. Any players that groan or respond negatively automatically fail the saving throw. Any players that string an additional pun in response to a successful casting of this spell carry the enchantment for a second cast at no cost to the players involved. Less intelligent creatures (Int <7) are immune to the spell.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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