Spell Named Generated by AI


Gamer Life General Discussion


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Should we be worried about job elimination by automation in the game design industry?

Not yet, at least!

Slate just ran an article about a researcher who trained a neural network to generate D&D spell names.

The results are weirdly awesome... and awesomely weird.

Moss Healing Word
Hold Mouse
Barking Sphere
Heat on Farm
True Steake
Finger of Enftebtemang
Fomend’s Beating Sphere
Purping Lightsin
Farming
Wrathful Hound
Q’s Invisibility
Cow of Auraly
Mind Blark
Stone Share
Puijune Magic Furs
Grove of Plants
Conjure Velemert
Vicious Markers
End Wall
Mous of Farts
Cursing
Gland Growth

I could see actually writing descriptions for some of these spell names...


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Those are awesome. I'd love to see the debate over whether the existence of the farming spell breaks the economy and invalidates adventures based around scarcity of resources.

I totally want a barking sphere now....


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Barking Sphere
School Illusion (figment) [sonic]; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a bit of fur from a dog)
Range Medium (100 ft. + 10 ft./level)
Effect illusory barking dogs in 20 ft. radius sphere
Duration Concentration plus 2 rounds
Saving Throw Will negates; Spell Resistance yes

A sphere of translucent floating dogs appears within range; all of the dogs loudly bark incessantly. Anyone within a barking sphere must succeed on a Will save or be effectively deafened while in the sphere. Creatures who succeed on ther saving throws do not need to save again if they re-enter the sphere. Spellcasters attempting to cast a spell while within the sphere must succeed on a Concentration check (DC 15 + spell level) or lose the spell.

The caster may move the barking sphere up to 30 feet per round as a move action.

The noise from this spell can be heard outside the area of effect.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Conjure Velemert
School Conjuration (Summoning); Level Sorcerer/Wizard 2
Casting Time One Round
Components V, S, M (straw hat)
Range Close (25 ft. + 5 ft./level)
Effect One Velemert.
Duration One round per level
Saving Throw: None; Spell Resistance no

You conjure Velemert, a humble 1st level human commoner. Roll 1d10 on the below table to determine Velemert's equipment when summoned.


  • 1. Rubber Duck and Towel
  • 2. Pitchfork (Treat as Improvised Trident), peasant outfit.
  • 3. Candle, Nightcap and pajamas.
  • 4. Bacon, Lettuce and Tomato Sandwich, peasant outfit.
  • 5. A Pig, Overalls and Gumboots.
  • 6. Sunday best and holy book of a Lawful Good deity.
  • 7. Ineffective Leather armor and cat of nine tails.
  • 8. Completely naked and covered in suds.
  • 9. A scythe, straw hat and peasant outfit.
  • 10. Roll twice and choose result.

Velemert is usually confused by being suddenly conjured, and does not like it at all. Velemert has a hostile attitude to the caster, but usually expresses this with passive aggressive comments usually about the caster's appearance. Velemert can be commanded with a successful Diplomacy check capable of making Velemert friendly, or a successful Intimidate check against DC 12. Velemert only understands commands in Common. Velemert prefers to not to die while summoned, as while this does not kill him definitely feels unpleasant.


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Finger of Enftebtemang
School Enchantment (compuslion) [Mind-affecting] Level Sorcerer/Wizard 2, Bard 2, see text
Casting time Standard Action
Components V,S
Range Close (25. ft + 5ft/level)
Target One creature
Duration 1 round/level
Saving Throw Will negates Spell resistance yes

So named for the first record of its existence, by someone affected by it, Finger of Enftebtemang causes the target to lose fine control of its extremities. The target cannot write or type intelligibly, and has a 40% spell failure on spells with somatic components. This spell failure chance stacks with any from armour.

A member of the Technomancer prestige class adds Finger of Enftebtemang to their spell list upon first taking a level.

Finger of Enftebtemang counters and dispels Autocorrect

Give me a break guys, Cayden took me drinking last night.

RPG Superstar 2015 Top 8

Vicious Markers
School illusion (glamer); level bard 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, F (a set of inkpens)
Range close (25 ft. + 5 ft./level)
Target 1 creature
Duration instantaneous (see text)
Saving Throw Will negates; Spell Resistance yes

You create a number of illusory styluses that besmear the target from top to toe with hurtful insults and humiliating drawings. This defacement deals 1d4 points of Charisma damage to the target and causes it to appear so utterly ridiculous towards any onlookers that it automatically fails any Charisma-based skill check or ability check for as long as the defacement lasts.
In addition, any onlooker who can see the target must succeed at a Will save or be afflicted with uncontrollable laughter, as if affected by hideous laughter for 1 round. (This is a mind-affecting compulsion effect.) An onlooking creature that succeeds at its saving throw cannot be affected again by this particular casting of the spell.
The ink smearings caused by vicious markers can be washed away with soap and clean water.


Amanuensis wrote:

Vicious Markers

School illusion (glamer); level bard 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, F (a set of inkpens)
Range close (25 ft. + 5 ft./level)
Target 1 creature
Duration instantaneous (see text)
Saving Throw Will negates; Spell Resistance yes

You create a number of illusory styluses that besmear the target from top to toe with hurtful insults and humiliating drawings. This defacement deals 1d4 points of Charisma damage to the target and causes it to appear so utterly ridiculous towards any onlookers that it automatically fails any Charisma-based skill check or ability check for as long as the defacement lasts.
In addition, any onlooker who can see the target must succeed at a Will save or be afflicted with uncontrollable laughter, as if affected by hideous laughter for 1 round. (This is a mind-affecting compulsion effect.) An onlooking creature that succeeds at its saving throw cannot be affected again by this particular effect.
The ink smearings caused by vicious markers can be washed away with soap and clean water.

I think you should specify this casting, rather than one save giving immunity to the spell.


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Cursing
School enchantment (compulsion) [language-dependent]; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft./2 levels)
Target 1 creature
Duration 1 hour/level
Saving Throw Will negates Spell Resistance yes

You compel a creature to use extremely foul language. While under the effect of this spell, a creature uses all manner of profanity, vulgarity, oaths, and the crudest of idioms to express any and all thoughts. While this does not interfere with the subject's ability to express information, it does interfere with its interactions with others. While under the effect of this spell, the attitude of all creatures who can understand the subject's language is automatically lowered by one step. In addition, the subject of this spell suffers a -4 penalty on all Bluff and Diplomacy checks, while gaining a +1 circumstance bonus on Intimidate checks. The subject must also make a Concentration check (DC 10+spell level) to cast a spell with a verbal component.


Haladir wrote:

Cursing

This would come in handy to discredit a rival group about to present their case in front of the king/council/what-have you.


Joana wrote:
Haladir wrote:

Cursing

This would come in handy to discredit a rival group about to present their case in front of the king/council/what-have you.

I'm trying to come up with serious/useful spell descriptions for these AI-generated spell names!


Purping Lightsin
School evocation (light); level cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target 1 creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes

Deep beneath the surface lies a nomadic fetchling settlement called Purping. The people there hold that spreading light is the greatest sin, due to the risks of discovery it carries for the community. The worst form of this is, naturally, using magic to create light. As punishment, this spell was developed to mark light-spreading heretics and make sure the community can avoid them. It enchants the creature touched so that it sheds light as a torch. The hue of the light is decided by the caster. Even covering the body doesn't work, since the light shines through cover magically.


HOLD MOUSE
School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, druid 2, shaman 2, sorcerer/wizard 3, witch 2
Target one creature (see text)

As hold person, except the spell only affects living creatures that are somehow related to mice and rats. Examples include (but are not limited to) giant rats, wererats, ratlings, rat kings, and ratfolk.


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COW OF AURALY
School illusion (figment); Level bard 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S, M (a bit of cow dung (flies help too))
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 10 minutes/level
Saving Throw Will disbelief; Spell Resistance no

Cow of Auraly intimates the sound of a lowing cow. The cow can sound like it’s contented, in distress, mating, or exhibiting a muffled, semi-muted, chewing-its-cud kind of sound.

The cow sound is completely random and performs at different intervals, sometimes allowing PCs/NPCs to almost completely fall asleep before lowing again. Thus waking and annoying at the same time.

At level 3, you can produce the sound of a grazing herd with different effects (mating and chewing cud for example). Anyone who hears Cow of Auraly receives a Will save to disbelieve.

Cow of Auraly can be made permanent with a permanency spell.

The Exchange RPG Superstar 2010 Top 16

An alchemical formula:

Q's Invisibility
School transmutation; level alchemist 2
Casting Time 1 standard action
Components V, S
Range touch
Target 1 potion, elixir or dose of poison
Duration 1d4 rounds + 1 round/level
Saving Throw Fort negates; Spell Resistance yes

Any creature consuming the potion or elixir, or suffering the effects of the poison, is unaware of your presence. If the creature was aware of you before, you seem to fade from view without a trace. While under the effects of this formula, a creature can’t sense you in any way, including extraordinary or supernatural senses. The affected creature can’t pinpoint your location by any means, including detect spells.

During the first round the subject is affected, you may take any action without fear of being revealed: additional wounds seem to appear without immediate cause, objects move or vanish. After that first round, the affected creature remains unaware until you make any attacks or cause any obvious or directly threatening changes in the environment. If you attack, or you take an action that creates a sustained and obvious change in the subject's environment, the affected creature immediately receives a new saving throw.


Hey Haladir mind if I use barking sphere? It is just too funny for a certain mage of the veil I am running as GM in my Pirat...err I mean Privateer game, but of course, permission pending.


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Let's just say that if I cared about preserving my copyright, I wouldn't have posted my own game rules in a forum where I've already ceded my rights to Paizo.

IOW: Enjoy!


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MIND BLARK
School enchantment (compulsion); Level bard 2, psychic 3, mesmerist 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
RangeClose (25 ft. + 5 ft/2 levels)
Targets All creatures in a 15-foot radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

This spell causes affected creatures' minds to wander, causing them to keep losing focus or interest in their immediate surroundings. Each round, an affected creature has a 50% chance to be dazed for the round.


LOL, this is true, I just like being polite.


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FOMEND’S BEATING SPHERE
School evocation; Level sorcerer/wizard 4, magus 3, summoner 3
Casting Time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft/2 levels)
Targets 15-ft.-radius sphere
Duration concentration + 1d4 rounds (see text)
Saving Throw Reflex half; Spell Resistance yes

An area is enclosed by a 15 ft. radius translucid sphere; weird incorporeal shapes move rapidly inside these boundaries, bouncing on the walls, the ground and the creatures inside.

The sphere deals 1d6 bludgeoning damage per caster level (max 10d6) per round, divided equally between all creatures inside the area; every creature can halve the damage dealt with a Reflex saving throw.

Entering the Sphere and moving around inside of it doesn't require effort; however, a creature inside the sphere trying to leave must succeed a Reflex saving throw, or receive 2d6 damage.

As long as the caster maintains the concentration, she can move the Sphere up to 10 ft. per round as part of the oncentration action. If the caster is caught inside the sphere, she can make herself immune to its effect as long as the concentration continues. When interrupting the concentration, the caster can choose to immediately dispell the sphere; otherwise, it remains for 1d4 rounds and cannot be moved anymore.


Sissyl wrote:

Purping Lightsin

School evocation (light); level cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target 1 creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes

Deep beneath the surface lies a nomadic fetchling settlement called Purping. The people there hold that spreading light is the greatest sin, due to the risks of discovery it carries for the community. The worst form of this is, naturally, using magic to create light. As punishment, this spell was developed to mark light-spreading heretics and make sure the community can avoid them. It enchants the creature touched so that it sheds light as a torch. The hue of the light is decided by the caster. Even covering the body doesn't work, since the light shines through cover magically.

Doesn't the use of this spell go against everything the Purping live by? "You know what we should do to punish this person that used magic to make light? Use magic to make them shed light! Oh, wait...."

Grand Lodge

Gland Growth
School transmutation;Level bloodrager 3, druid 3, magus 3, sorcerer/wizard 3
Casting Time 1 min
Components V,S,M (a peice of brain and emerald dust 500 gp)
Range Touch
Targets 1 creature
Duration 10 min/lvl
Saving throw Will negates(harmless); Spell Resistance yes(harmless)

This spell causes the pituitary Gland of the target to surge, giving the target a rush of adrenaline and causing rapid muscular changes in the target. The target gains a +2 bonus to Initiative, a +2 dodge bonus to AC and a +2 Enhancement bonus to Strength and Dexterity. These bonuses increase by 2 for every 5 caster levels beyond 5th (to a maximum of +6 at 20th level).


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Puijune Magic Furs

School conjuration (teleportation); Level bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2

Casting Time 1 standard action

Components V (invoking Puijune’s name at some part of the process)

Range unlimited (anywhere Puijune is on the material plane)

Target Puijune

Duration instantaneous

Saving Throw no (standard furs); Spell Resistance no (standard furs)

This spell allows you to instantaneously transport a complete and cured set of furs from Puijune’s collection of furs. Puijune is a human who works as an animal trapper on the material plane. He constantly blames himself for “misplacing” his furs. This teleportation is permanent and the caster can use the furs for warmth or hand them out as gifts. Puijune has no idea what is going on.

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