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:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Air:
Ghostlight (Cost 5, Maintenance 1/round)
Sphere of Earth:
Impenetrable Lock, (Cost 20+, Maintenance n/a)
Sphere of Fire:
Dry Wood (Cost 20, Maintenance 5/kg of wood)
Sphere of Water:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)
Sphere of Darkness:
Inflict Pain (Cost 10, Maintenance n/a)
Sphere of Light:
Rebirth (Cost 100, Maintenance n/a)
Sphere of Time:
Crow of the Cock (Cost 10, Maintenance 2/hour)
Sphere of Fate:
Chiromancy (Cost 20, Maintenance n/a)
Sphere of Law:
Scrutiny (Cost 50, Maintenance n/a)
Sphere of Chaos:
Living Blood (Cost 150, Maintenance n/a)
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