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:
Sense Poison (Cost 20, Maintenance n/a)
Sphere of Air:
Displacement (Cost 20, Maintenance 1/round)
Sphere of Earth:
Meld Metal (Cost 30, Maintenance 5/round)
Sphere of Fire:
Combustion (Cost 20, Maintenance 2/round)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Walk with Darkness (Cost 5, Maintenance 1/round)
Sphere of Light:
Create Matter (Cost 10/g, Maintenance n/a)
Sphere of Time:
Sense Presences (Cost 20, Maintenance 2/round)
Sphere of Fate:
Harmony (Cost 20, Maintenance 5/minute)
Sphere of Law:
Boomerang (Cost 30, Maintenance n/a)
Sphere of Chaos:
Cat's Claws (Cost 10, Maintenance 2/round)
To generate another set of suggestions, simply refresh the page.