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:
Astral Walk (Cost 20, Maintenance 2/minute)
Sphere of Air:
Calm the Wind (Cost 20, Maintenance n/a)
Sphere of Earth:
Gargoyle (Cost 150, Maintenance n/a)
Sphere of Fire:
Campire (Cost 20, Maintenance n/a)
Sphere of Water:
Purify Liquid (Cost 30/dm3, Maintenance n/a)
Sphere of Darkness:
Rehome Dead (Cost 400, Maintenance n/a)
Sphere of Light:
Save Crop (Cost 20+, Maintenance n/a)
Sphere of Time:
Circle of Deep Sleep (Cost 50, Maintenance 1/hour)
Sphere of Fate:
Rune of the Silken Tongue (Cost 30, Maintenance 2/minute)
Sphere of Law:
Rune of the Foreigner (Cost 20, Maintenance 2/minute)
Sphere of Chaos:
Reverse Rune (Cost 50, Maintenance n/a)
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