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:
Circle of Insight (Cost 50, Maintenance n/a)
Sphere of Air:
Rune of Flight (Cost 40, Maintenance 20/hour)
Sphere of Earth:
Rune of Endurance (Cost 20, Maintenance n/a)
Sphere of Fire:
Fire-B-Gone (Cost 20, Maintenance 2/round)
Sphere of Water:
Rune of Fresh Water (Cost 20, Maintenance 1/litre)
Sphere of Darkness:
Deathwatch (Cost 20, Maintenance n/a)
Sphere of Light:
Midwifery (Cost 20, Maintenance 2/hour)
Sphere of Time:
Crystal Rune (Cost 100, Maintenance 5/round)
Sphere of Fate:
Hearthbond (Cost 100, Maintenance n/a)
Sphere of Law:
Rune of Truthful Weakness (Cost 30, Maintenance 10/minute)
Sphere of Chaos:
Reverse Rune (Cost 50, Maintenance n/a)
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