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:
Remove Rune (Cost 100, Maintenance n/a)
Sphere of Air:
Thunderclap (Cost 5, Maintenance n/a)
Sphere of Earth:
Lightness of the Hummingbird (Cost 50, Maintenance 10/round)
Sphere of Fire:
Circle of Security (Cost 50, Maintenance n/a)
Sphere of Water:
Gills (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Raise Dead (Cost 150, Maintenance n/a)
Sphere of Light:
Circle of Healing Hands (Cost 40, Maintenance n/a)
Sphere of Time:
Mind over Matter (Cost 100, Maintenance 5/round)
Sphere of Fate:
Doll Curse (Cost 50, Maintenance n/a)
Sphere of Law:
Rune of Truthful Weakness (Cost 30, Maintenance 10/minute)
Sphere of Chaos:
Rune of Reading Disability (Cost 50, Maintenance n/a)
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