Showing posts with label Gnarkotic Manuscripts. Show all posts
Showing posts with label Gnarkotic Manuscripts. Show all posts

Thursday, September 21, 2017

d100 Computer Generated Spell Names



So, a research scientist named Janelle Shane "trained a neural network" to create D&D-esque Spell names, check it out here .  I compiled the various lists, made some grammatical and spelling amendments, deleted some unworkable entries, and then - to keep the random/weird vibe - replaced certain 'invented' words with the most intriguing suggestions from the Microsoft Word dictionary.  Finally, I chose the 'best' entries for a d100 table.
I plan to use the resulting 100 Spells whenever I need a 'new' Spell, or a Scroll, etc.  Figure I'll just roll when the opportunity presents, and make up the particulars on the fly, should be fun!

1.    Freezing Swordball
2.    Curd of the Wild
3.    Butchering Song
4.    Summon Guardian Briar
5.    Planar Poke
6.    Find Doom
7.    Healing Insects
8.    Mighty Glow
9.    Sundering Glow
10.  Divine Phockery
11.  Angelic Liger
12.  Healer's Fright
13.  Inspiring Light
14.  Death's Beak
15.  Glowing Blade
16.  Devouring Claws
17.  Divine Fool
18.  Dawn of the Steel Bees
19.  Shark Swarm
20.  Arcane Shit
21.  Terminal Stare
22.  Mirroring Flame
23.  Fiery Reaping
24.  Grasp of the Game
25.  Inspire Serpent
26.  Walk of Shields
27.  Blessing of Dung
28.  Ding of Doom
29.  Find Blade
30.  Mild Echo
31.  Dragon of Vigor
32.  Resistible Dance
33.  Dust Walk
34.  Shield of Farts
35.  Cursing Wind
36.  Cunning Light
37.  Manseed Beast
38.  Dreadful Wound
39.  Prescient Stingers
40.  Breath of the Gods
41.  Crusading Cloud
42.  Gale of Death
43.  Glyph of the Sun
44.  Summon Grack
45.  Phantom Bitch
46.  Glittering Steel
47.  Odd Mathering
48.  Rain of War
49.  Crackling Ball
50.  Breathing Ray
51.  Armor Mall
52.  Drain Spider
53.  Grasping Glyph
54.  Symphony of the Dark
55.  Wolvery Wind
56.  Roving the Earth
57.  Glob of Madness
58.  Matted Fur
59.  Seer Weld
60.  Relentless Warder
61.  Secret Cleaver
62.  Spiritual Plague
63.  The Arisen
64.  Door to Stone
65.  Curse Word
66.  Smirk With
67.  Wall of Storms
68.  Acute Distention
69.  Glib Tongue
70.  Grasping Mane
71.  Towel Strike
72.  Revitalizing Strike
73.  Trump of Fortune
74.  Tune Sprite
75.  Phantasmal Assault
76.  Lagging Blade
77.  Binding Wind
78.  Dancing Sack
79.  Song of Gloom and Doom
80.  Forceful Boor
81.  Wall of Distraction
82.  Plant of Peace
83.  Shield of Farts
84.  Song of the Darned
85.  Snare of the Pod Beast
86.  Divine Kaboom
87.  Call to the Daring
88.  Prayer Bear
89.  War Cape
90.  Song of the Unworthy
91.  Gate Sail
92.  Icon of Thorns
93.  Fark Mate
94.  Charm of the Cods
95.  Death of the Sun
96.  Bigby's Greater Flick
97.  Cursing Wink
98.  Conjure Nightmare
99.  Remorse?
100.       Mordenkainen’s Lubricious Mangina

Saturday, March 26, 2011

GNARTIAN FAMILIARS

Always like the idea of PC Familiars, but disliked the original PH handing of the idea. I think that any magic should come with some risk, but the familiars of 1st ed were such easy targets that the spell made no sense to me. Sure, you might (5%) get a Quasit or Pseudodragon, but you'll prob get a 2HP Toad that will die in the next Random Encounter. This version of the spell makes the arrangement a much better deal for the Familiar, which means it might actually be worth it!
THE BINDING of the FAMILIAR
A Spell of Ritual Magic which can be cast by a Wizard of any level, but only during certain alignments/phases of the moons, occurring once every 30 +1d30 days. Type of creature summoned determ randomly. All are no larger than a small house cat, of exceptional, though still animal INT, have 4 HP and AC 7. They have no offensive attacks to speak of, although they can defend themselves as a 1/2HD Monster, doing 1 or 2 HP damage. No extraordinary or magical abilities (venom, if any, is effective against very small animals only). Creature Summoned is magically bound to caster, and the two share an empathic psychic link. When the Familiar is w/in 12", the Wizard may simply concentrate in order to "see" through its eyes, "hear" through its ears, etc. Also, each adds the others' HP to their own total; so both the Familiar and the Wizard will have the Wizard's HP +4. The pair share the same AC, either the Wizard's or the Familiar's, whichever is better. Familiars are rendered immune to Mental Influence/Control, and are extraordinarily lucky, automatically making all Saving Throws. If a Familiar is killed, the Wizard loses the bonus 4 HP, and also permanently loses an additional 1d4 HP, and may not cast the Spell again for one full year.

CREATURE SUMMONED (d20)
1. Archaeopteryx
2. Big-eared Bat
3. Horned Viper
4. Beaded Lizard
5. Your Standard Rat
6. Large Centipede
7. Iridescent Mantis
8. Spider Monkey
9. Small Ocelot
10. Aye-Aye
11. Bristly Tarantula
12. Colorful Constrictor
13. Horned Chameleon
14. Pygmy Hedgehog
15. Naked, Exhibitionist Mole Rat
16-20. No creature responds

10GPgem: Be sure to assign/determine an NPC trait or two to provide a little personality.