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 Projection (Cost 50, Maintenance n/a)
Sphere of Earth:
Rune of Endurance (Cost 20, Maintenance n/a)
Sphere of Fire:
Campire (Cost 20, Maintenance n/a)
Sphere of Water:
Rune of Fresh Water (Cost 20, Maintenance 1/litre)
Sphere of Darkness:
Kiss of Suffering (Cost 20, Maintenance n/a)
Sphere of Light:
Awaken Crystal (Cost 20, Maintenance n/a)
Sphere of Time:
Weather Prediction (Cost 10, Maintenance n/a)
Sphere of Fate:
Circle of Summoning (Cost 100, Maintenance n/a)
Sphere of Law:
Rune of the Warrior (Cost 20, Maintenance 2/minute)
Sphere of Chaos:
Rune of the Card Shark (Cost 30, Maintenance 10/deal)
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