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:
Breeze (Cost 20, Maintenance n/a)
Sphere of Earth:
Rune of Strength (Cost 10+, Maintenance n/a)
Sphere of Fire:
Flame Vision (Cost 10, Maintenance 1/minute)
Sphere of Water:
Call the Rain (Cost 20, Maintenance n/a)
Sphere of Darkness:
Dead Voices (Cost 50, Maintenance 2/question)
Sphere of Light:
Circle of Healing Hands (Cost 40, Maintenance n/a)
Sphere of Time:
Circle of Deep Sleep (Cost 50, Maintenance 1/hour)
Sphere of Fate:
Rune of Binding (Cost 50, Maintenance n/a)
Sphere of Law:
Rune of Disenchantment (Cost 50, Maintenance 2/minute)
Sphere of Chaos:
Obscuration (Cost 50, Maintenance n/a)
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