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:
Impersonation (Cost 30, Maintenance 2/round)
Sphere of Earth:
Closed Mind (Cost 20, Maintenance 5/minute)
Sphere of Fire:
Ring of Fire (Cost 10, Maintenance 10/round)
Sphere of Water:
Call Fish (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Light:
Sphere of Light (Cost 10, Maintenance 1/minute)
Sphere of Time:
Medium (Cost 30, Maintenance 5/round)
Sphere of Fate:
Mental Dominance (Cost 20, Maintenance 5/minute)
Sphere of Law:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Chaos:
Control Emotions (Cost 40, Maintenance 10/round)
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