Hedge magic spells 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:
Rune of Precision (Cost 40, Maintenance n/a)

Sphere of Air:
Blade Rune (Cost 50, Maintenance n/a)

Sphere of Earth:
Fertile Soil (Cost 100, Maintenance n/a)

Sphere of Fire:
Fire Sprite (Cost 10, Maintenance 2/minute)

Sphere of Water:
Dry Path (Cost 20, Maintenance 2/hour)

Sphere of Darkness:
Read Body (Cost 100, Maintenance 5/minute)

Sphere of Light:
Save Crop (Cost 20+, Maintenance n/a)

Sphere of Time:
Circle of Rest (Cost 30, Maintenance 1/hour)

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

Sphere of Law:
Circle of Shivering Speech (Cost 50, Maintenance 2/statement)

Sphere of Chaos:
Rune of Reading Disability (Cost 50, Maintenance n/a)


To generate another set of suggestions, simply refresh the page.

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:
Sense Poison (Cost 20, Maintenance n/a)

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

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

Sphere of Fire:
Ring of Fire (Cost 10, Maintenance 10/round)

Sphere of Water:
Walk on Water (Cost 20, Maintenance 5/round)

Sphere of Darkness:
Walk with Darkness (Cost 5, Maintenance 1/round)

Sphere of Light:
Sphere of Light (Cost 10, Maintenance 1/minute)

Sphere of Time:
Restoration (Cost 50, Maintenance 10/year)

Sphere of Fate:
Kiss of Euphoria (Cost 10, Maintenance 2/round)

Sphere of Law:
Restore Natural State (Cost 50, Maintenance n/a)

Sphere of Chaos:
Walk the Soul Paths* (Cost 50, Maintenance n/a)


To generate another set of suggestions, simply refresh the page.

Magic gone wild!

Whenever spells are cast there is a risk of the arcane energies not acting as the spell caster intended. Spell casters with low Control scores are more prone to magical mishaps, but all mages will find themselves showered in butterflies—or tons of bricks—on occasion.

This generator currently contains the 300 entries of the Basic Rules and 18 new ones.

Give me one of each!

If the fumble was from a self-affecting spell:

No magical spell or power used by the spell caster for d8 days ahead have any effect. The spell has no effect.

If the fumble was from an offensive or defensive spell:

The weapon, if any is used, of any of the nearest d4 self-aware creatures turns to lead. Well, lead pipes are a weapon too. The spell has no effect.

If the fumble was from a spell with audiovisual effects:

The spell caster finds a slip of parchment, a clay tablet or other message in her pockets, containing a cryptic piece of (not necessarily good) poetry.
To generate another set of spell fumbles, simply refresh the page.
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