Thursday, October 22, 2026

Discovering Spells in OD&D's Empty Spaces

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.

Some spell words.

The Spells and their Words

  1. Animate Dead - animate + dead
  2. Anti-Magic Shell - nullify + magic
  3. Bless - divine + enhance
  4. Cause Disease - create + disease
  5. Cause Light Wounds - create + harm
  6. Cause Serious Wounds - create + harm
  7. Charm Monster - charm + monster
  8. Charm Person - charm + person
  9. Clairaudience - distant + sound
  10. Clairvoyance - distant + sight
  11. Cloudkill - cloud + death
  12. Commune - divine + speak
  13. Confusion - impair + knowledge
  14. Conjure Elemental - conjure + elemental
  15. Contact Higher Plane - divine + speak
  16. Continual Dark - everlasting + dark
  17. Continual Light - everlasting + light
  18. Control Weather - control + weather
  19. Create Food - create + food
  20. Create Water - create + water
  21. Cure Disease - heal + disease
  22. Cure Light Wounds - heal + harm
  23. Cure Serious Wounds - heal + harm
  24. Curse - divine + impair
  25. Dark - create + dark
  26. Death Spell - creature + death
  27. Detect Evil - detect + evil
  28. Detect Good - detect + good
  29. Detect Invisible - detect + invisible
  30. Detect Magic - detect + magic
  31. Dimension Door - dimension + door
  32. Disintegrate - make + dust
  33. Dispell Evil - dispel + evil
  34. Dispell Good - dispel + good
  35. Dispell Magic - dispel + magic
  36. ESP - sense + thought
  37. Feeblemind - impair + mind
  38. Find Traps - detect + trap
  39. Finger of Death - make + dead
  40. Fire Ball - projectile + fire
  41. Fly - air + move
  42. Geas - quest + death
  43. Growth/Animal - animal + grow
  44. Growth/Plant - plant + grow
  45. Hallucinatory Terrain - illusion + area
  46. Haste Spell - enhance + speed
  47. Hold Monster - hold + monster
  48. Hold Person - hold + person
  49. Hold Portal - ward + door
  50. Infravision - enhance + sight
  51. Insect Plague - insect + plague
  52. Invisibility - person + invisible
  53. Invisibility, 10' r. - invisible + area
  54. Invisible Stalker - invisible + person
  55. Knock - open + door
  56. Levitate - levitate + self
  57. Light - create + light
  58. Lightning Bolt - projectile + lightning
  59. Locate Object - detect + object
  60. Lower Water - reduce + water
  61. Magic Jar - soul + container
  62. Massmorph - morph + area
  63. Move Earth - move + earth
  64. Neutralize Poison - nullify + poison
  65. Part Water - part + water
  66. Pass-Wall - part + wall
  67. Phantasmal Forces - illusion + force
  68. Polymorph Others - morph + person
  69. Polymorph Self - morph + self
  70. Projected Image - illusion + sight
  71. Protection/Evil - repel + evil*
  72. Protection/Evil, 10' r. - good + area*
  73. Protection/Good - repel + good*
  74. Protection/Good, 10'r. - evil + area*
  75. Protection/Normal Missiles - repel + projectile
  76. Purify Food & Water - purify + food
  77. Putrefy Food & Water - taint + food
  78. Quest - quest + curse
  79. Raise Dead - heal + dead
  80. Read Languages - read + language
  81. Read Magic - read + magic
  82. Reincarnation - new + body
  83. Remove Curse - nullify + curse
  84. Sleep - creature + sleep
  85. Slow Spell - impair + speed
  86. Speak with Animals - speak + animal
  87. Speak with plants - speak + plant
  88. Stone-Flesh - stone + flesh
  89. Telekenesis - distant + force
  90. Teleport - distant + location
  91. Transmute Rock-Mud - stone + mud
  92. Turn sticks to snakes - stick + snake
  93. Turn undead - repel + undead
  94. Wall of Fire - wall + fire
  95. Wall of Ice - wall + ice
  96. Wall of Iron - wall + iron
  97. Wall of Stone - wall + stone
  98. Water Breathing - water + breathe
  99. Wizard Eye - sight + move
  100. Wizard Lock - close + lock
*Protection from evil/good and its AoE equivalents are given entirely different words. This does two things: solidifies their status as distinct spells rather than two power levels of the same spell, and also gives Clerics/Anticlerics access to the words for both good and evil. Of course, the way they use those words is restricted by their faith.

The Word List

The colored emojis by the words denote which classes have access to that word through their listed spells - πŸ”΅Wizards, ⚪Clerics and ⚫Anticlerics. Word restrictions could be because they are forbidden, kept secret, impossible for their kind of magic, taboo, undiscovered, or simply not practiced by that particular tradition.

  1. Air πŸ”΅
  2. Animal πŸ”΅⚪⚫
  3. Animate πŸ”΅
  4. Area πŸ”΅⚪⚫
  5. Body πŸ”΅
  6. Breathe πŸ”΅
  7. Charm πŸ”΅
  8. Close πŸ”΅
  9. Cloud πŸ”΅
  10. Conjure πŸ”΅
  11. Container πŸ”΅
  12. Control πŸ”΅
  13. Create πŸ”΅⚪⚫
  14. Creature πŸ”΅
  15. Curse πŸ”΅⚪⚫
  16. Dark⚫
  17. Dead πŸ”΅⚪⚫
  18. Death πŸ”΅
  19. Detect πŸ”΅⚪⚫
  20. Dimension πŸ”΅
  21. Distant πŸ”΅
  22. Disease ⚪⚫
  23. Dispel πŸ”΅⚪⚫
  24. Divine πŸ”΅⚪⚫
  25. Door πŸ”΅
  26. Dust πŸ”΅
  27. Earth πŸ”΅
  28. Elemental πŸ”΅
  29. Enhance πŸ”΅⚪
  30. Everlasting πŸ”΅⚪⚫
  31. Evil πŸ”΅⚪⚫
  32. Fire πŸ”΅
  33. Flesh πŸ”΅
  34. Food ⚪⚫
  35. Force πŸ”΅
  36. Good πŸ”΅⚪⚫
  37. Grow πŸ”΅
  38. Harm⚪⚫
  39. Heal ⚪
  40. Hold πŸ”΅⚪⚫
  41. Ice πŸ”΅
  42. Illusion πŸ”΅
  43. Impair πŸ”΅
  44. Insect ⚪⚫
  45. Invisible πŸ”΅
  46. Iron πŸ”΅
  47. Knowledge πŸ”΅
  48. Language πŸ”΅
  49. Levitate πŸ”΅
  50. Light πŸ”΅⚪
  51. Lightning πŸ”΅
  52. Location πŸ”΅
  53. Lock πŸ”΅
  54. Magic πŸ”΅⚪⚫
  55. Make πŸ”΅⚫
  56. Mind πŸ”΅
  57. Monster πŸ”΅
  58. Morph πŸ”΅
  59. Move πŸ”΅
  60. Mud πŸ”΅
  61. New πŸ”΅
  62. Nullify πŸ”΅⚪⚫
  63. Object πŸ”΅⚪⚫
  64. Open πŸ”΅
  65. Part πŸ”΅
  66. Person πŸ”΅⚪
  67. Plague ⚪⚫
  68. Plant πŸ”΅⚪
  69. Poison ⚪⚫
  70. Projectile πŸ”΅
  71. Purify ⚪
  72. Quest πŸ”΅⚪⚫
  73. Read πŸ”΅
  74. Reduce πŸ”΅
  75. Repel πŸ”΅⚪⚫
  76. Self πŸ”΅
  77. Sense πŸ”΅
  78. Soul πŸ”΅
  79. Sound πŸ”΅
  80. Sight πŸ”΅
  81. Sleep πŸ”΅
  82. Snake⚪⚫
  83. Speak πŸ”΅⚪⚫
  84. Speed πŸ”΅
  85. Stick ⚪⚫
  86. Stone πŸ”΅
  87. Taint⚫
  88. Trap ⚪⚫
  89. Thought πŸ”΅
  90. Undead ⚪
  91. Wall πŸ”΅
  92. Ward πŸ”΅
  93. Water πŸ”΅⚪⚫
  94. Weather πŸ”΅

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.

  • πŸ”΅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.

How to use this in-game

When PCs do spell research, have them only be able to create effects which can be combined from words they know through other spells. Discovering a whole other new word requires either researching the word itself or stealing a spell from another caster acquiring a spell with that word through legitimate means. This is technically a nerf, but it adds depth and a whole new layer of game to the process of spell research. It might help some players to have spell creation be more defined too, rather than just telling them they can make whatever they please. Limitation breeds creativity, after all. I know I wouldn't have ever written "Conjure Banana" without being prompted by the words.

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