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:
Gate* (Cost 150, Maintenance n/a)
Sphere of Air:
Displacement (Cost 20, Maintenance 1/round)
Sphere of Earth:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)
Sphere of Fire:
Combustion (Cost 20, Maintenance 2/round)
Sphere of Water:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Darkness:
Shadow Walk (Cost 50, Maintenance n/a)
Sphere of Light:
Muse (Cost 10, Maintenance 2/minute)
Sphere of Time:
Dream Realm (Cost 20, Maintenance 10/minute)
Sphere of Fate:
Mental Dominance (Cost 20, Maintenance 5/minute)
Sphere of Law:
Boomerang (Cost 30, Maintenance n/a)
Sphere of Chaos:
Dar's Mishap (Cost 30, Maintenance n/a)
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