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:
Read Object (Cost 30, Maintenance n/a)
Sphere of Air:
Gale (Cost 100, Maintenance 2/minute)
Sphere of Earth:
Rune of Petrification (Cost 40, Maintenance n/a)
Sphere of Fire:
Circle of Security (Cost 50, Maintenance n/a)
Sphere of Water:
Fog (Cost 50, Maintenance 2/hour)
Sphere of Darkness:
Kiss of Suffering (Cost 20, Maintenance n/a)
Sphere of Light:
Save Crop (Cost 20+, Maintenance n/a)
Sphere of Time:
Mind over Matter (Cost 100, Maintenance 5/round)
Sphere of Fate:
Rune of Concealment (Cost 50, Maintenance 20/hour)
Sphere of Law:
Rune of Forever (Cost 200, Maintenance n/a)
Sphere of Chaos:
Rune of Reading Disability (Cost 50, Maintenance n/a)
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