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:
Simple Minds (Cost 30, Maintenance 2/round)
Sphere of Air:
Rune of Good Winds (Cost 30, Maintenance 2/hour)
Sphere of Earth:
Rune of Strength (Cost 10+, Maintenance n/a)
Sphere of Fire:
Starlight (Cost 30, Maintenance n/a)
Sphere of Water:
Gills (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Rehome Dead (Cost 400, Maintenance n/a)
Sphere of Light:
Restore Life (Cost 50, Maintenance n/a)
Sphere of Time:
Weather Prediction (Cost 10, Maintenance n/a)
Sphere of Fate:
Doll Curse (Cost 50, Maintenance n/a)
Sphere of Law:
Circle of Protection from Undead (Cost 50, Maintenance 1/minute)
Sphere of Chaos:
Obfuscate Rune (Cost 50, Maintenance n/a)
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