Scrambled spell names

Way back in 2017, when text-generating algorithms were still goofy fun, Janelle Shane fed a neural net a whole pile of D&D spell names, and got it to generate stuff like "Hold Mouse" and "Mind Blark". I wanted to get in on that action, so I pasted together my own spell list and threw it into some online text scrambler. The results weren't as funny as Janelle's spells, but instead seemed like completely legit, usable stuff!

Anyway, I'm going to try writing some of them up with actual mechanics. I'll do it 5e-style, since that's what I've been playing most recently, but I'm not going to bother detailing any material components or assigning the spells to classes. I honestly find writing in the 5e house style kind of excruciating, so let's see how long this takes me!

Banishing Weapon

Level 3 Conjuration

Casting Time: Bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You imbue a weapon with power over summoned and extraplanar creatures. Until the spell ends, creatures that are not native to the local plane of existence are vulnerable to damage done by this weapon. If it isn't already a magic weapon, it becomes one for the duration.

If a summoned or extraplanar creature is reduced to 0 hit points by a weapon under the effects of this spell, or is touched with such a weapon while the creature is at 0 hit points, the creature is banished to its home plane, and cannot revisit the plane from which it was banished for a year and a day.

Destructive Exhaustion

Level 2 Necromancy

Casting Time: Action
Range:
60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You curse a creature with failing stamina. Until the spell ends, every time the target takes an action, it must make a Constitution saving throw. On a failed save, the creature suffers one level of exhaustion.

Horrid Person

Level 3 Illusion

Casting Time: Action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous

You manifest an illusory horror in an unoccupied space that you can see within range, and designate any number of creatures you can see as protected from its influence. It appears as a shrouded, humanoid being of surpassing repugnance—possibly undead or diseased—and it uses the Illusory Horror stat block.

Illusory Horror

Medium Construct


Armor Class: 12
Hit Points: caster's HP at casting
Speed: 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 10 (+0)

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: passive Perception 10
Languages:
Challenge: none (0 XP)


Traits

Ephemeral. If the horror is reduced to 0 hit points, it completely ceases to exist, and frightened conditions caused by it end immediately.

Illusory Movement. The horror ignores difficult terrain and doesn't trigger traps.

Revulsion Aura. Any creature that starts its turn within 60 feet of the horror must make a Wisdom saving throw vs. the caster's spell save DC. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the target becomes immune to the horror's Revulsion Aura.

Actions

Repellant Touch. The horror touches a creature within 5 feet. The target must make a Dexterity saving throw vs. the caster's spell save DC. On a failed save, the target suffers disadvantage on Wisdom saving throws against effects that would cause the frightened condition for 1 minute, and loses any immunity to the horror's Revulsion Aura gained by saving against it.

Reactions

Hideous Agony. When the horror takes damage, creatures within 60 feet of it with the frightened condition become paralyzed for 1 minute, or until their frightened condition ends.

You automatically succeed on all saving throws against the horror's abilities. Creatures you designated as protected when you cast the spell save against its abilities with advantage.

The horror shares your initiative count, but it takes its turn immediately after yours. Its movements are determined randomly each round by the following table.

1d20 Movement
1–10 Move towards the nearest creature it can see other than you or a protected creature.
11 Move 2d4 × 5 ft. north.
12 Move 2d4 × 5 ft. northeast.
13 Move 2d4 × 5 ft. east.
14 Move 2d4 × 5 ft. southeast.
15 Move 2d4 × 5 ft. south.
16 Move 2d4 × 5 ft. southwest.
17 Move 2d4 × 5 ft. west.
18 Move 2d4 × 5 ft. northwest.
19–20 Caper, shudder, writhe, or convulse grotesquely in place.

If the horror ends its turn within 5 feet of a creature other than you or any creature you designated as protected, it will use its Repellant Touch on it.

If it's not destroyed, it will eventually wander off and cause havoc somewhere else.

Phase Hand

Level 2 Transmutation

Casting Time: Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

One of your hands shifts partially into the Ethereal Plane, and can interact with creatures and objects on that plane, while passing effortlessly through objects on your current plane of existence. Additionally, it can temporarily convey this state to small objects, allowing you to—for example—unlatch a door from outside, steal coins from a pouch without opening it, or ignore a target's armor when making unarmed attacks against it.

Rainbow Smite

Level 1 Evocation

Casting Time: Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

A melee weapon you wield is enveloped in coruscating rainbow light. The first time you hit with that weapon during this spell's duration, the attack deals an extra 2d8 damage to the target. Choose one of the d8s. The number rolled on that die determines the type of the extra damage and the additional effect of the attack, as shown below.

1d8 Damage Type and Additional Effect
1 Acid. Target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
2 Cold. Target's speed is reduced by 10 feet until the start of your next turn.
3 Fire. Target is set on fire, and will suffer 1d8 fire damage at the start of your next turn unless the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water).
4 Force. Target must succeed on a Strength saving throw or be pushed 30 feet in a random direction.
5 Lightning. Target can't take reactions until the end of your next turn.
6 Poison. Target must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
7 Psychic. Target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.
8 Thunder. Target must succeed on a Constitution saving throw or be deafened and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Repel Guardians

Level 4 Enchantment

Casting Time: Action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

Each creature in a 30-foot-radius sphere centered on a point of your choosing must succeed on a Wisdom saving throw or become disgusted and horrified by any creature, object, or place they have been commanded, hired, programmed, or enchanted to guard, protect, or imprison. This spell has no effect on creatures who serve as guardians only out of personal choice.

An affected creature must take the Dash action and move away from the object of its guardianship by the safest available route on each of its turns. If the creature is unable to move further from its charge and still has line of sight to it, the creature can use its action to make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Spell Sanctum

Level 5 Transmutation

Casting Time: 24 hours
Range: Touch
Components: V, S, M (worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled

You magically prepare your location, dedicating it as an amplifier for your spells. The chosen area must fit into a 100-foot cube of space, and can't overlap with anyone else's spell sanctum.

While within your spell sanctum, you gain the following benefits.

You can only have one spell sanctum at a time, and creating a new one dispels your previous spell sanctum.

Spike Kill

Level 3 Conjuration

Casting Time: Action
Range: Self
Components: V, S, M
Duration: Instantaneous

A series of vaguely organic spines erupts from the ground in front of you, preceding in a direction you choose and covering a 100-foot-long 5-foot-wide line. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. The affected area becomes difficult terrain, and can provide half cover to Small or smaller creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Summon Vestment

Level 4 Conjuration

Casting Time: Bonus action
Range: Self
Components: V
Duration: Instantaneous

You summon onto your person an outfit that you have worn for at least an hour in the past day from a location within 1 mile. Your current outfit is simultaneously teleported to the summoned outfit's previous location. "Outfit" in this case comprises clothing, armor, jewelry, masks, wigs, and worn containers no larger than belt pouches, as well as the contents of pockets and such. It doesn't include makeup, backpacks, weapons, hairstyles, or any item that is carried rather than worn, or which extends more than five feet from the body.

Results

Well, that did take longer than I'd have liked. That 5e style is demanding, even when you crib from other works. And I'm not sure about my balance—it's hard to rationalize Drawmij's instant summons as it exists on the books, so balancing summon vestment against it is a bit complicated. My horrid person and rainbow smite are definitely long and complicated by 5e standards.

Still, it was a fun experiment! I've still got a whole pile of spells I want to try writing up-maybe about 20 or so-so this is probably the first in a series.