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:
Telekinesis (Cost 20, Maintenance 5/round)
Sphere of Air:
Invisible Shield (Cost 10, Maintenance 2/round)
Sphere of Earth:
Earth Friendship (Cost 20, Maintenance 2/round)
Sphere of Fire:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Water:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)
Sphere of Darkness:
Inflict Pain (Cost 10, Maintenance n/a)
Sphere of Light:
Cure Phobia (Cost 100, Maintenance n/a)
Sphere of Time:
Time Freeze (Cost 100, Maintenance n/a)
Sphere of Fate:
Mental Dominance (Cost 20, Maintenance 5/minute)
Sphere of Law:
Prevent Falsehood (Cost 10, Maintenance 2/minute)
Sphere of Chaos:
Dar's Mishap (Cost 30, Maintenance n/a)
To generate another set of suggestions, simply refresh the page.