Generate spell names matched to school, power level, and language feel, each with a note on the effect the name implies
I'm naming spells for a fantasy story, tabletop campaign, or game and want names that hint at what each one does. The spell belongs to the school of [SPELL_SCHOOL:select:fire or destruction,healing or restoration,illusion or trickery,necromancy or dark magic,protection or defense,summoning or conjuration]. Its power level is [POWER_LEVEL:select:minor cantrip-level,mid-tier combat spell,legendary or forbidden spell]. For the language feel, I want [NAMING_LANGUAGE_FEEL:select:Latin-inspired incantation,plain descriptive English,ancient or invented arcane language]. Generate [COUNT:number:5-20] spell names matching this school, power level, and language feel. For each one, add a short one-line note on the effect the name implies, what a caster would expect to happen when they say it aloud. Vary the length and rhythm across the list so a Latin-inspired batch doesn't collapse into the same three-syllable pattern, and match weight to power level: a legendary or forbidden spell should sound heavier and more dangerous than a minor cantrip, even within the same school. After the list, pick your top 3 and explain what makes them stand out.
Range: 5 - 20
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Get Early AccessSpell names split into a few real traditions: Latin-rooted incantations that sound like a dead scholarly language, plain descriptive names that say what happens when you cast them, or invented arcane phrasing built for a specific magic system. A minor cantrip named something short and blunt reads nothing like a forbidden spell whose name takes three breaths to finish saying, and a lot of spell lists skip that distinction, naming a spark of fire and a spell that ends kingdoms with the same level of drama.
Set [SPELL_SCHOOL] to fire, healing, illusion, necromancy, protection, or summoning, set [POWER_LEVEL] to cantrip, mid-tier, or legendary, then set [NAMING_LANGUAGE_FEEL] to steer the sound toward Latin-inspired, plain English, or an invented arcane language. This tool returns [COUNT] names with a one-line note on the effect each one implies.
Building a spellbook or a whole magic system? The potion name generator covers the alchemical side of the same world, and the magic item name generator names the artifacts that might cast these spells on their own. The wizard name generator names the caster who invented them. Paste your favorite into the Dock Editor to start writing the scene where it's cast.
Copy the prompt into ChatGPT, Claude, Gemini, or the Dock Editor, then set [SPELL_SCHOOL] to fire or destruction, healing or restoration, illusion or trickery, necromancy or dark magic, protection or defense, or summoning or conjuration.
Choose [POWER_LEVEL] to be a minor cantrip, a mid-tier combat spell, or a legendary or forbidden spell. This controls how heavy and dramatic the name sounds.
Set [NAMING_LANGUAGE_FEEL] to Latin-inspired incantation, plain descriptive English, or an ancient or invented arcane language.
Set [COUNT] from 5 to 20. A small batch works for a single spellbook entry, a larger batch works for an entire spell list.
Each name comes with a note on the effect it implies. Check the top 3 picks at the end for a shortlist.
A homebrew spell needs a name before it goes on a character sheet. Set [SPELL_SCHOOL] and [POWER_LEVEL] to match the mechanic you've built and pick a name that sounds like it belongs in the rulebook.
A magic system with named spells feels more real than one where characters cast an unnamed fire spell. Run this tool per [SPELL_SCHOOL] to build a consistent spell vocabulary across the whole book.
A game with dozens of spells needs names fast, and needs the name to signal power level at a glance. Set [POWER_LEVEL] per tier so players can guess a spell's strength from its name alone.
A magic system needs its own naming logic to feel distinct from every other fantasy world. Set [NAMING_LANGUAGE_FEEL] once and reuse it across every spell so the whole system sounds consistent.
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