True magic and talents spell generator

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:
Repel Sphere (Cost 50, Maintenance 10/minute)

Sphere of Air:
Gentle Touch (Cost 5, Maintenance 1/minute)

Sphere of Earth:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)

Sphere of Fire:
Dancing Flames (Cost 10, Maintenance n/a)

Sphere of Water:
Water Friendship (Cost 20, Maintenance 2/round)

Sphere of Darkness:
Bloodloss (Cost 50, Maintenance n/a)

Sphere of Light:
Heal (Cost 10, Maintenance 5/hp)

Sphere of Time:
Time Leap* (Cost 200, Maintenance n/a)

Sphere of Fate:
Possession (Cost 50, Maintenance n/a)

Sphere of Law:
Detect Illusion (Cost 10, Maintenance 2/round)

Sphere of Chaos:
True Self (Cost 50, Maintenance 2/round)


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