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:
Block Access (Cost 100, Maintenance 20/minute)
Sphere of Air:
Camouflage (Cost 5, Maintenance 1/round)
Sphere of Earth:
Closed Mind (Cost 20, Maintenance 5/minute)
Sphere of Fire:
Blinding Flash (Cost 40, Maintenance n/a)
Sphere of Water:
Water Friendship (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Light:
Cure Phobia (Cost 100, Maintenance n/a)
Sphere of Time:
Time Shift (Cost 80, Maintenance n/a)
Sphere of Fate:
Jinx (Cost 10, Maintenance 2/round)
Sphere of Law:
Truesight* (Cost 50, Maintenance 5/round)
Sphere of Chaos:
Deception (Cost 20, Maintenance 2/minute)
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