Salty Goo's GLoG magic gives each spell a combination of two words which make up the essence of the spell. Kind of like these spells but backwards, where the spell comes first and the words come later. The important thing is, you can use these words to mix and match and create new spells.
I thought that was an awesome mechanic, so I defined a bunch of spell words for all the spells in OD&D (plus Turn Undead, so it can be treated as a spell), because that's the game I'm currently fixated on. I iterated on this a few times to reduce the overall number of words - you'll see why underneath the complete word list below.
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| Some spell words. |
The Spells and their Words
- Animate Dead - animate + dead
- Anti-Magic Shell - nullify + magic
- Bless - divine + enhance
- Cause Disease - create + disease
- Cause Light Wounds - create + harm
- Cause Serious Wounds - create + harm
- Charm Monster - charm + monster
- Charm Person - charm + person
- Clairaudience - distant + sound
- Clairvoyance - distant + sight
- Cloudkill - cloud + death
- Commune - divine + speak
- Confusion - impair + knowledge
- Conjure Elemental - conjure + elemental
- Contact Higher Plane - divine + speak
- Continual Dark - everlasting + dark
- Continual Light - everlasting + light
- Control Weather - control + weather
- Create Food - create + food
- Create Water - create + water
- Cure Disease - heal + disease
- Cure Light Wounds - heal + harm
- Cure Serious Wounds - heal + harm
- Curse - divine + impair
- Dark - create + dark
- Death Spell - creature + death
- Detect Evil - detect + evil
- Detect Good - detect + good
- Detect Invisible - detect + invisible
- Detect Magic - detect + magic
- Dimension Door - dimension + door
- Disintegrate - make + dust
- Dispell Evil - dispel + evil
- Dispell Good - dispel + good
- Dispell Magic - dispel + magic
- ESP - sense + thought
- Feeblemind - impair + mind
- Find Traps - detect + trap
- Finger of Death - make + dead
- Fire Ball - projectile + fire
- Fly - air + move
- Geas - quest + death
- Growth/Animal - animal + grow
- Growth/Plant - plant + grow
- Hallucinatory Terrain - illusion + area
- Haste Spell - enhance + speed
- Hold Monster - hold + monster
- Hold Person - hold + person
- Hold Portal - ward + door
- Infravision - enhance + sight
- Insect Plague - insect + plague
- Invisibility - person + invisible
- Invisibility, 10' r. - invisible + area
- Invisible Stalker - invisible + person
- Knock - open + door
- Levitate - levitate + self
- Light - create + light
- Lightning Bolt - projectile + lightning
- Locate Object - detect + object
- Lower Water - reduce + water
- Magic Jar - soul + container
- Massmorph - morph + area
- Move Earth - move + earth
- Neutralize Poison - nullify + poison
- Part Water - part + water
- Pass-Wall - part + wall
- Phantasmal Forces - illusion + force
- Polymorph Others - morph + person
- Polymorph Self - morph + self
- Projected Image - illusion + sight
- Protection/Evil - repel + evil*
- Protection/Evil, 10' r. - good + area*
- Protection/Good - repel + good*
- Protection/Good, 10'r. - evil + area*
- Protection/Normal Missiles - repel + projectile
- Purify Food & Water - purify + food
- Putrefy Food & Water - taint + food
- Quest - quest + curse
- Raise Dead - heal + dead
- Read Languages - read + language
- Read Magic - read + magic
- Reincarnation - new + body
- Remove Curse - nullify + curse
- Sleep - creature + sleep
- Slow Spell - impair + speed
- Speak with Animals - speak + animal
- Speak with plants - speak + plant
- Stone-Flesh - stone + flesh
- Telekenesis - distant + force
- Teleport - distant + location
- Transmute Rock-Mud - stone + mud
- Turn sticks to snakes - stick + snake
- Turn undead - repel + undead
- Wall of Fire - wall + fire
- Wall of Ice - wall + ice
- Wall of Iron - wall + iron
- Wall of Stone - wall + stone
- Water Breathing - water + breathe
- Wizard Eye - sight + move
- Wizard Lock - close + lock
The Word List
- Air π΅
- Animal π΅⚪⚫
- Animate π΅
- Area π΅⚪⚫
- Body π΅
- Breathe π΅
- Charm π΅
- Close π΅
- Cloud π΅
- Conjure π΅
- Container π΅
- Control π΅
- Create π΅⚪⚫
- Creature π΅
- Curse π΅⚪⚫
- Dark⚫
- Dead π΅⚪⚫
- Death π΅
- Detect π΅⚪⚫
- Dimension π΅
- Distant π΅
- Disease ⚪⚫
- Dispel π΅⚪⚫
- Divine π΅⚪⚫
- Door π΅
- Dust π΅
- Earth π΅
- Elemental π΅
- Enhance π΅⚪
- Everlasting π΅⚪⚫
- Evil π΅⚪⚫
- Fire π΅
- Flesh π΅
- Food ⚪⚫
- Force π΅
- Good π΅⚪⚫
- Grow π΅
- Harm⚪⚫
- Heal ⚪
- Hold π΅⚪⚫
- Ice π΅
- Illusion π΅
- Impair π΅
- Insect ⚪⚫
- Invisible π΅
- Iron π΅
- Knowledge π΅
- Language π΅
- Levitate π΅
- Light π΅⚪
- Lightning π΅
- Location π΅
- Lock π΅
- Magic π΅⚪⚫
- Make π΅⚫
- Mind π΅
- Monster π΅
- Morph π΅
- Move π΅
- Mud π΅
- New π΅
- Nullify π΅⚪⚫
- Object π΅⚪⚫
- Open π΅
- Part π΅
- Person π΅⚪
- Plague ⚪⚫
- Plant π΅⚪
- Poison ⚪⚫
- Projectile π΅
- Purify ⚪
- Quest π΅⚪⚫
- Read π΅
- Reduce π΅
- Repel π΅⚪⚫
- Self π΅
- Sense π΅
- Soul π΅
- Sound π΅
- Sight π΅
- Sleep π΅
- Snake⚪⚫
- Speak π΅⚪⚫
- Speed π΅
- Stick ⚪⚫
- Stone π΅
- Taint⚫
- Trap ⚪⚫
- Thought π΅
- Undead ⚪
- Wall π΅
- Ward π΅
- Water π΅⚪⚫
- Weather π΅
But why?
So that's 94 words to make up all the spells in OD&D. Ignoring the handful of duplicates (multiple spells are allowed to use the same combination of words) this creates a "wordspace" of 8742 combinations of words - or at the very minimum, 4465 if you don't consider "fire + projectile" and "projectile + fire" to be different.
And yet the wizards and clerics of the world have only discovered 100 spells. There are between 4365 and 8642 completely unused spells worth of wordspace in the magical continuum. And that's assuming they've discovered all the words, and that new ones couldn't mutate.
- π΅Wizards have a vast library, but they are not able to cast any spells with Dark, Disease, Food, Harm, Heal, Insect, Plague, Poison, Purify, Snake, Stick, Taint, Trap, or Undead.
- ⚪Clerics are much more restricted, having access to only 34 words, but several of those words are inaccessible to Wizards. They exclusively have access to the Heal and Purify words, and also Undead which they use for their Turn Undead ability.
- ⚫Anticlerics mostly have the same words as Clerics, minus Enhance, Heal, Purify, and (bizarrely) Undead. They have access to Make, which Clerics don't, through the Finger of Death. They have exclusive access to the Dark and Taint words, making them the class which can literally bring darkness and corruption to the world.
With those restrictions in mind, let's do like this guy and discover some theoretical magic. I'll kick this off with some random rolls.
food + stick: An excellent first roll. This Cleric/Anticleric word combination produces the fearsome spell Conjure Banana.
door + dark: A Wizard would need to steal an Anticleric's spell (or vice versa) for this combo to be possible, as sharing spells between disciplines is almost universally forbidden. These words could create Veil Portal, which completely blocks perception through a doorway.
disease + purify: A Cleric spell, Proliferate Cure, which converts a disease into an infectious antidote.
food + dead: A Cleric (subject to faith) or Anticleric spell, Corpse to Food. Does what it says on the tin. Perhaps it could alternatively create a spell for humanely slaughtering livestock, though that seems less useful from an adventuring point of view.
plague + sleep: Another spell that requires input from both classes, Plaguesleep has a delayed effect which puts a target to sleep and spreads like a disease to those who touch the target (for instance, attempting to wake them up). Anyone it spreads to becomes drowsy takes a few minutes to fall asleep and can spread the effect to anyone else. Each generation of infection past the second gets a cumulative +1 to the saving throw (becoming easier to resist the further it spreads).
Not all combinations of words produce a useful or interesting spell, but that's fine. In-game, this won't be done by simply choosing random words as I did above. Finding the interesting ones is what players are for.

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