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:
Rune of Sharpness (Cost 50, Maintenance n/a)
Sphere of Air:
Rune of Projection (Cost 50, Maintenance n/a)
Sphere of Earth:
Brittle Rock (Cost 40, Maintenance 20/extra m3)
Sphere of Fire:
Rune of Fire (Cost 70, Maintenance n/a)
Sphere of Water:
Dry Path (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Kiss of Suffering (Cost 20, Maintenance n/a)
Sphere of Light:
Awaken Crystal (Cost 20, Maintenance n/a)
Sphere of Time:
Preserve Specimen (Cost 20+, Maintenance n/a)
Sphere of Fate:
Wanderlust (Cost 50, Maintenance n/a)
Sphere of Law:
Circle of Protection from Undead (Cost 50, Maintenance 1/minute)
Sphere of Chaos:
Rune of the Card Shark (Cost 30, Maintenance 10/deal)
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