Neural Network Spells The programmer Janelle Shane makes neural network programs with hilarious and interesting results. They did a round with D&D spells and came up with the best list of spell names I've seen in a while. I began to homebrew the spells, but got distracted, but recently I decided to challenge myself by finishing this and coming up with homebrew spells for all of the weird names on this list. Click here for the original post The Spell List 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 Cantrips Finger of Enftebtemang Necromancy cantrip; clerics, wizards Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: S, V (must be able to pronounce “Enftebtemang”)

S, V (must be able to pronounce “Enftebtemang”) Target: one target

Roll a ranged spell attack. On a hit, a ray of sickly purple light spews forth from the pointing finger of the caster, poking sharply in to a single target (usually in the arm) dealing 1d6 necrotic damage, and the target must make a Constitution saving throw. On a fail, the target has disadvantage on any ability checks it makes until the end of your next turn. Said to have been created by a wizard with a very annoying older sibling. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). First Level Moss Healing Word 1st-level divination spell; druids, rangers, clerics Casting Time: 1 action

1 action Range: touch

touch Components: V, a handful of healthy moss & a piece of string, ribbon or cloth, which the spell consumes.

V, a handful of healthy moss & a piece of string, ribbon or cloth, which the spell consumes. Duration: 1 hour The caster says a word of healing in to the handful of moss and places it on the skin of another creature, binding it with cloth, string, or ribbon. At any time during the next 1 hour, the target can release the tie and receive 2d4+2 healing as the moss dissolves into the skin. If the moss is exposed to flame (from a fireball spell for example), acid, being frozen, or soaked underwater, the moss will be destroyed and the spell will fail. If the tie is forcibly removed, by another creature’s attack for example, the spell will go off automatically. When the spell is activated, the moss and tie go up in a small burst of harmless, dim, radiant flame.

At higher levels - When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st and the moss remains for an additional hour. Q’s Invisibility 1st level illusion spell; wizards, trickster clerics, arcane trickster rogues Components somatic

somatic Duration 1 hour

1 hour Range touch

touch Casting time 1 action This spell makes the target invisible, but leaves their clothing and other belongings visible, as well as anything picked up or carried by the target. The effect of the clothing walking around on its own is rather unusual, and anyone within sight of the target must make a DC 14 intelligence save or be stunned until their next turn. At higher levels - for every level above 2nd, the caster can target one additional creature. Vicious Markers 1st level illusion; bards Components somatic, a quill or other writing implement

somatic, a quill or other writing implement Casting time 1 action

1 action Duration instantaneous The caster makes a writing gesture in the air and mentally composes a phrase or insulting remarks. Target must make a wisdom saving throw vs the caster’s spell save DC or take 1d6 psychic damage from the words only they can see written on their own bodies. At higher levels – For every level above first, the target will take another 1d6 psychic damage on a failed save. 1

Second Level Puijune’s Magic Furs 2nd level abjuration spell; druids, rangers Components S, a scrap of fur

S, a scrap of fur Duration 8 hours

8 hours Range touch

touch Casting time 1 action Casting this spell causes a warm fur hat to appear on the head of the target. If the target cannot wear a hat, it will create a hood, scarf, or closest possible approximate headgear. If a type of fur of preferred, the caster may speak it at the time of casting, otherwise a random fur type will appear. The type of fur has no bearing on the efficacy of the spell, it is purely aesthetic. The target of the spell can tolerate temperatures as low as -50 degrees Fahrenheit (-46°C) without any additional protection. If the target wears heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit (-73°C). At higher levels - for every level above 2nd, the caster can target one additional creature. Fomend’s Beating Sphere 2nd level evocation ; wizards, warlocks, bards Casting time 1 action

1 action Range 30 ft

30 ft Target One target

One target Concentration

Component verbal, somatic, a miniature drum Make a ranged spell attack. On a hit, a shimmering sphere of magical energy surrounds the target, filling the inside with the deafening sound of beating drums. Target takes 2d6 psychic damage on the first round and cannot benefit or be targeted by any spell, ability, or effect that relies on sound, as they are surrounded and deafened. Each round afterward, if concentration is held, the target may make a WIS save versus the spellcaster’s DC, or suffer 1d6 psychic damage and remain deafened. At higher levels - When you cast this spell using a spell slot of 3rd level or higher, the target suffers an additional 1d6 initial damage and another 1d6 damage each subsequent round. Cow of Auraly 2nd level conjuration spell; druids, rangers Components somatic

somatic Duration 1 hour

1 hour Range 30 ft

30 ft Casting time 1 action This spell conjures a full size (~500 lbs/kg) cow and so must be cast in a space large enough to fit it. If the area is not large enough, the spell will fail. The cow is corporeal, but cannot be harmed, nor can she harm others, however she can block a path, push or pull objects, or provide three quarters cover. The cow has a speed of 15 ft per round, and can be commanded to move or stay by the caster. The cow has a strength of 20 (+5) and a dexterity of 10 (+0). If attacked, the cow makes a loud mooing noise of annoyance but remains unharmed. The cow is stubborn and the caster will use its abilities more efficiently if they take the time to befriend the cow. The same cow is summoned each time, and will remember how the caster behaves toward her. The intelligence of the cow is debatable, and it can be difficult to determine how she perceives her surroundings. Some say she was the cow of a great druid farmer in times of old, so steadfast and devoted she transcended to the astral plane. Others say the cow is a wise old monk taking the form of the cow to observe the world. Either way, her origin remains mysterious, and this spell is uncommonly found. Stone Share 2nd level evocation; wizards, clerics, bards, warlocks, rangers, sorcerers, druids Components verbal, somatic, a fist-sized rock which the spell consumes

verbal, somatic, a fist-sized rock which the spell consumes Duration 3 hours held, 1 action to use

3 hours held, 1 action to use Casting time 10 minutes The caster spends the casting time infusing the stone with a first-level spell of their choice. Once the caster has finished, the stone splits in half. The caster may then give half the stone to another creature. The creature must have an INT of at least 8 to be able to use the stone. The creature may then use the stone within the next three hours to cast the held spell with an action, even if they are not a spellcaster. Use the statistics for the initial caster's spells. While this infused stone is shared, the initial caster does not have access to this spell and cannot cast it. If the stone of either creature is removed from their possession, the spell ends. End Wall 2nd level conjuration, druids, wizards Components verbal, somatic, a pebble

verbal, somatic, a pebble Casting time 1 action

1 action Duration five minutes

five minutes Concentration This spell must be cast in a tunnel or other confined space. The spell creates a wall measuring no more than 20 feet on each side to fill and block the space. It needs support on at least three sides. The wall is made of stone and is one foot thick. It has 20 hp and an AC of 11.

At higher levels - for each level above second you can create 10 more feet of wall in every direction.

Third Level Cursing 3rd level necromancy, clerics, warlocks, sorcerers Components a bit of towel

a bit of towel Casting time 1 action

1 action Duration 10 minutes

10 minutes Target one target

one target Concentration The target must make a Constitution saving throw vs the caster's spell save DC. On a fail, the target takes one level of exhaustion until the concentration is broken. At higher levels - When cast at 5th level, it causes 2 levels of exhaustion. 7th level: 3 levels of exhaustion. 9th level: 4 levels of exhaustion Fifth Level Barking Sphere 5th level illusion spell, wizards, clerics Components a jar containing a glass marble and the bark of a dog

a jar containing a glass marble and the bark of a dog Duration 8 hours

8 hours Range touch

touch Casting time 1 action to cast, 1 reaction to trigger The caster touches themselves or the target, and the target is protected for the next 8 hours. If the spell has not been triggered by the end of the 8 hours, it fades. The spell is triggered by any hostile weapon or magical attack on the target. When triggered, the target is encased in an invisible sphere of protection, which barks loudly, able to be heard up to 60 ft away. Any creatures within 5 ft not hostile to the target are gently pushed to the nearest unoccupied space. Any creatures hostile to the target within 5 ft are forcibly pushed in to the nearest unoccupied space and must make a DC 15 dex save or be knocked prone. The triggered sphere and the barking are active for 1 minute after being triggered. or until the caster or the target speak the command word (’good dog’) to end the spell early. Only the caster can end the spell on the target before the spell has been triggered, and if they choose to end it the spell slot is still expended. The person inside the sphere cannot cast spells, attack, or interact with items. They also cannot be attacked, affected by spells, or have items interact with them. Wrathful Hound 5th level conjuration spell, Wizards Casting time 1 action

1 action Range touch

touch Duration 8 hours, once triggered - concentration, up to 1 minute

8 hours, once triggered - concentration, up to 1 minute Components verbal, somatic, material: an item on the target’s body to hold the spell The caster casts the spell on to a mundane item on the target’s body such as a piece of clothing, jewelry, or nonmagical weapon. To cast the spell is one action, and it will cost a reaction to trigger it. Any hostile physical or magical attack on the target from within 30 ft will trigger the spell. Once triggered, a ghostly hound leaps from the item and viciously attacks the nearest hostile target within 30 ft. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. The hound cannot be surprised. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. As a bonus action on each of your turns, you can command the hound to move up to 30 ft. The hound cannot be harmed or attacked but will disappear if concentration is broken or one minute has passed. Each creature can only have one Wrathful Hound on them at all times. If the item the Wrathful Hound is cast in to is removed from the target, it must be returned within one minute or the spell will fail. If the hound has not been triggered within the 8 hours, the spell fades. This spell cannot be stored in any spell storing item. At higher levels - for every level above 5th, the caster can cast the hound on an additional object for another recipient. Sixth Level Conjure Velemert 6th level conjuration spell, wizards, warlocks Components verbal, somatic, incense and chalks worth at least 20 gp which the spell consumes

verbal, somatic, incense and chalks worth at least 20 gp which the spell consumes Duration 10 minutes

10 minutes Range 10 ft

10 ft Casting time 10 minutes Use the chalks to draw a magical circle in a 10 foot radius, then stand outside of the circle. Inside the circle, Velemert and their shop will appear. Velemert appears as a different race and gender each time, but is always dressed in merchant's clothing. Inside the circle, a counter and shelves will appear around them filled with the typical goods in a provisions shop. It is up to the DM if Velemert carries potions or magic items, but they typically carry such common items as equipment packs, torches, water skins, etc. Velemert will also purchase excess equipment and sell items to the players at the suggested cost. If Velemert is attacked or the magic circle damaged or destroyed before the spell is complete, the shop will disappear. Velemert cannot leave the circle, and nothing from the shop may be removed from the circle until a transaction is complete.