What spells does my character get? This generator suggests a spell from each sphere, listed with its base cost and maintenance, allowing characters to pick their starting spells at random (within the limits of their ability, as per the Basic Rules’ chapter on magic).
When a spell originates from elsewhere than the Basic Rules, this is noted.
Spells marked with * indicates that the game master should consider whether he wants this spell to be randomly available in the game setting. These spells can be game changers, capable of wrecking considerable havoc on a game master’s carefully crafted storylines if used lightly.
Sphere of All:
Greater Telepathy (Cost Special, Maintenance 2/10 minutes)
Sphere of Air:
Displacement (Cost 20, Maintenance 1/round)
Sphere of Earth:
Talk With Trees (Cost 20, Maintenance 2/question)
Sphere of Fire:
Dry Wood (Cost 20, Maintenance 5/kg of wood)
Sphere of Water:
Water Friendship (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Shadow Walk (Cost 50, Maintenance n/a)
Sphere of Light:
Weapon in a Can (Cost 10, Maintenance 2/round)
Sphere of Time:
Double Actions (Cost 10, Maintenance 2/Action)
Sphere of Fate:
Lullaby (Cost 20, Maintenance n/a)
Sphere of Law:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Chaos:
True Self (Cost 50, Maintenance 2/round)
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