Power Word Kill is a spell from D&D 5e, and it is a powerful one. There are three official power word spells (that I am aware of at the time of writing). The idea behind these power word spells is that you utter a word in an eldritch, primordial tongue that in itself has enough power to affect reality – and the target you are speaking to.

I imagine that unlike practicing spellcraft, learning a power word involves a lot of vocal exercises to be able to utter such an otherworldly language to begin with. And if you already invested that amount of personal development into a single word or spell, why not experiment a little and possibly find other words in that lost tongue that also hold power.

Power Words derived from Kill

Here is a selection of less serious power words that might or might not make sense. I am aware that a classic power word does not come with a save. But after forgetting, and writing the first few with a save, I decided that I liked that version better. Just like I embraced not putting a time limit on some conditions. Power Word “Deal with it”, I guess.

  • Power Word Chill
    The target must make an Intelligence saving throw against the speaker’s spell save DC.
    On a fail, the target is compelled to adopt a comfortable position somewhere within reach. For the next 1d4 hours, they are also cool with the speaker and everyone else present, advocating for a peaceful solution, and inviting them to share whatever delicious food can be found.
    On a success, the target strongly entertains the idea that they should all just get along.
  • Power Word Frill
    The target must make a Charisma saving throw against the speaker’s spell save DC.
    On a fail, the target’s clothes twist in on themselves along the seams and immediately folds out into frills and ruffles with no regard for style or practicality. For the next 1d4 days, these frills will grow back if removed. Afterwards, they fall off and turn into edible mushrooms.
    On a success, the effect only happens around the neckline.
  • Power Word Spill
    The target must make an Intelligence saving throw against the speaker’s spell save DC.
    On a fail, the target feels compelled to spill the proverbial beans regarding anything and everything they see, from moderately kept secrets to useless information and mild opinion.
    On a success, any container the target currently carries opens up, preferably via the intended lid or cap, but possibly also rupturing if necessary, to spill its contents.
  • Power Word Bill
    The target must make an Intelligence saving throw against the speaker’s spell save DC.
    On a fail, the target has to sit down and start calculating the appropriate hourly rate for every member of their group as well as all of them together, considering travel expenses, accommodation, and food, as well as ammunition cost and weapon maintenance. They can only stop when they have arrived at a number that seems satisfying. For the next 2d4 days, sobbing uncontrollably whenever they are getting paid their usual rate is a common side effect.
    On a success, the target will insist on splitting tavern expenses fairly among the group for 2d4 days.
  • Power Word Hill
    The target must make a Constitution saving throw against the speaker’s spell save DC.
    On a fail, the target must pick a topic that they feel strongly about and that they feel is contested in some way. Then, they will let everyone know that no matter what, they are willing to die on that proverbial hill, repeatedly challenging those around them to a debate.
    On a success, the target is prone to voice weird opinions louder than necessary for 1d4 days.
  • Power Word Still
    The target must make a Dexterity saving throw against the speaker’s spell save DC.
    On a fail, the target is overcome by the feeling of being part of the work of art that is the current moment. They feel the need to preserve that art by standing perfectly still, while also dishing out verbal abuse aimed at anyone or anything that moves and thus endangers this precious artistic expression.
    On a success, the target thinks twice whether it is worth saying something for 1d4 days.
  • Power Word Fill
    The target must make a Strength saving throw against the speaker’s spell save DC.
    On a fail, every container, sack or pouch carried or worn by the target starts to fill with a random liquid, the choice drawn from the person’s preferences or surface thoughts. This can include water, oil, blood, condiments, porridge, or slime. All containers filled in such a manner will refill themselves if drained for 1d4 hours, but stop doing so once they are removed from the target.
    On a success, the target will always find a copper piece in one of their pouches or containers for the following 1d4 days.
  • Power Word Shill
    The target must make a Charisma saving throw against the speaker’s spell save DC.
    On a fail, the target must try to sell the other members of their group on the main idea or goal of the speaker. They will stay civil, but use everything they know about those around them to make a compelling argument.
    On a success, the target picks one thing they can create or craft, and tries to slip subtle humblebrags into every conversation for 1d4 days.
  • Power Word Will
    The target must make a Wisdom saving throw against the speaker’s spell save DC.
    On a fail, the target is overwhelmed by all the things they could do, trying to sift through them in their mind to find the things that they most likely will do. This causes them to second-guess every decision, especially in combat.
    On a success, the target feels the weight of considering all the things that will be, but does not think that they will.
  • Power Word Mill
    The target must make a Wisdom saving throw against the speaker’s spell save DC.
    On a fail, the target develops an unhealthy fascination with legumes and grains and the possibility to grind them down. They cannot stop thinking about all the implications this has as an allegory for society, and where they could get their hands on something tasty to mill.
    On a success, the target is prone to mill about aimlessly whenever they are not given clear directions for 1d4 days.
  • Power Word Skill
    The target must make a Charisma saving throw against the speaker’s spell save DC.
    On a fail, the target loses all confidence in their skills and needs to be prompted in order to do anything that requires the slightest bit of experience or practice.
    On a success, the target is prone to flaunting what skills they have in ways that are only somewhat uncalled for.

Thank you for checking out my stuff, which in this case is not entirely serious. Still, I would love to hear about how you might have use for these Power Words, or the variations on Power Word Stun and Power Word Pain, or how they inspired you in your game. Check out my other Roleplaying Inspiration, and remember to Be Inspired!