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:
Read Object (Cost 30, Maintenance n/a)
Sphere of Air:
Rune of Good Winds (Cost 30, Maintenance 2/hour)
Sphere of Earth:
Rune of Petrification (Cost 40, Maintenance n/a)
Sphere of Fire:
Fire Aura (Cost 20, Maintenance 2/10 minutes)
Sphere of Water:
Purify Liquid (Cost 30/dm3, Maintenance n/a)
Sphere of Darkness:
Rune of Animation (Cost 75, Maintenance n/a)
Sphere of Light:
Midwifery (Cost 20, Maintenance 2/hour)
Sphere of Time:
Preserve Specimen (Cost 20+, Maintenance n/a)
Sphere of Fate:
Rune of Concealment (Cost 50, Maintenance 20/hour)
Sphere of Law:
Circle of Shivering Speech (Cost 50, Maintenance 2/statement)
Sphere of Chaos:
Rune of the Card Shark (Cost 30, Maintenance 10/deal)
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