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:
Steal Knowledge (Cost 100+, Maintenance n/a)
Sphere of Air:
Rune of Flight (Cost 40, Maintenance 20/hour)
Sphere of Earth:
Stone Vision (Cost 50, Maintenance 1/minute)
Sphere of Fire:
Purification (Cost 30/dm3, Maintenance n/a)
Sphere of Water:
Mirror Lake (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Rune of Many Stupid Minions (Cost 50, Maintenance n/a)
Sphere of Light:
Restore Life (Cost 50, Maintenance n/a)
Sphere of Time:
Circle of Rest (Cost 30, Maintenance 1/hour)
Sphere of Fate:
Wanderlust (Cost 50, Maintenance n/a)
Sphere of Law:
Circle of Protection (Cost 80, Maintenance 2/minute)
Sphere of Chaos:
Rune of Reading Disability (Cost 50, Maintenance n/a)
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