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:
Dance of the Chameleon (Cost 20, Maintenance 2/round)
Sphere of Earth:
Rune of Endurance (Cost 20, Maintenance n/a)
Sphere of Fire:
Purification (Cost 30/dm3, Maintenance n/a)
Sphere of Water:
Mistscapes (Cost 50, Maintenance 5/minute)
Sphere of Darkness:
Deathwatch (Cost 20, Maintenance n/a)
Sphere of Light:
Circle of Healing Hands (Cost 40, Maintenance n/a)
Sphere of Time:
Circle of Deep Sleep (Cost 50, Maintenance 1/hour)
Sphere of Fate:
Scapegoat (Cost 100, Maintenance n/a)
Sphere of Law:
Rune of the Warrior (Cost 20, Maintenance 2/minute)
Sphere of Chaos:
Obfuscate Rune (Cost 50, Maintenance n/a)
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