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:
Circle of Farsight (Cost 150, Maintenance 2/round)
Sphere of Air:
Breeze (Cost 20, Maintenance n/a)
Sphere of Earth:
Lightness of the Hummingbird (Cost 50, Maintenance 10/round)
Sphere of Fire:
Heat (Cost 2, Maintenance 1/10 minutes)
Sphere of Water:
Dry Path (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Rehome Dead (Cost 400, Maintenance n/a)
Sphere of Light:
Circle of Healing Hands (Cost 40, Maintenance n/a)
Sphere of Time:
Preserve Specimen (Cost 20+, Maintenance n/a)
Sphere of Fate:
Circle of Summoning (Cost 100, Maintenance n/a)
Sphere of Law:
Circle of Protection (Cost 80, Maintenance 2/minute)
Sphere of Chaos:
Rune of the Card Shark (Cost 30, Maintenance 10/deal)
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