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:
Steel Silence (Cost 40, Maintenance n/a)
Sphere of Air:
Graceful Fall (Cost 50, Maintenance 2/round)
Sphere of Earth:
Adhesive Touch (Cost 10, Maintenance 2/round)
Sphere of Fire:
Dry Wood (Cost 20, Maintenance 5/kg of wood)
Sphere of Water:
Walk on Water (Cost 20, Maintenance 5/round)
Sphere of Darkness:
Inflict Pain (Cost 10, Maintenance n/a)
Sphere of Light:
Heal (Cost 10, Maintenance 5/hp)
Sphere of Time:
Speed of the Snail (Cost 20, Maintenance 2/round)
Sphere of Fate:
Sense Lie (Cost 20, Maintenance 2/minute)
Sphere of Law:
Detect Power (Cost 10, Maintenance 2/round)
Sphere of Chaos:
Transmute Matter (Cost 20, Maintenance 5/10 m3)
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