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:
Transfer Strength (Cost 20+, Maintenance 10+)
Sphere of Air:
St. Elmo's Fire (Cost 10, Maintenance 2/round)
Sphere of Earth:
Sort Components (Cost 50/100 g, Maintenance n/a)
Sphere of Fire:
Fire Friendship (Cost 20, Maintenance 2/round)
Sphere of Water:
Call Fish (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Bloodloss (Cost 50, Maintenance n/a)
Sphere of Light:
Sphere of Light (Cost 10, Maintenance 1/minute)
Sphere of Time:
Perpetuity (Cost Special, Maintenance n/a)
Sphere of Fate:
Chak'hai (Cost 150, Maintenance n/a)
Sphere of Law:
Ignore Invisibility (Cost 20, Maintenance 2/round)
Sphere of Chaos:
Aura Charm (Cost 10, Maintenance 2/round)
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