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:
Transfer Effect (Cost 30, Maintenance Special)
Sphere of Air:
Freezing Winds (Cost 10, Maintenance n/a)
Sphere of Earth:
Sort Components (Cost 50/100 g, Maintenance n/a)
Sphere of Fire:
Speed Combustion (Cost 10, Maintenance n/a)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Energy Drain (Cost 10+d4, Maintenance n/a)
Sphere of Light:
Cure Disease (Cost 20+, Maintenance n/a)
Sphere of Time:
Perpetuity (Cost Special, Maintenance n/a)
Sphere of Fate:
Gaze Charm (Cost 20, Maintenance 2/round)
Sphere of Law:
Leech (Cost 20, Maintenance n/a)
Sphere of Chaos:
Deception (Cost 20, Maintenance 2/minute)
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