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:
Dance of the Chameleon (Cost 20, Maintenance 2/round)
Sphere of Earth:
Lightness of the Hummingbird (Cost 50, Maintenance 10/round)
Sphere of Fire:
Purification (Cost 30/dm3, Maintenance n/a)
Sphere of Water:
Dry Path (Cost 20, Maintenance 2/hour)
Sphere of Darkness:
Read Body (Cost 100, Maintenance 5/minute)
Sphere of Light:
Restore Life (Cost 50, Maintenance n/a)
Sphere of Time:
Circle of Rest (Cost 30, Maintenance 1/hour)
Sphere of Fate:
Hearthbond (Cost 100, Maintenance n/a)
Sphere of Law:
Rune of Disenchantment (Cost 50, Maintenance 2/minute)
Sphere of Chaos:
Rune of the Card Shark (Cost 30, Maintenance 10/deal)
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