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:
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)


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:
Repel Sphere (Cost 50, Maintenance 10/minute)

Sphere of Air:
Impersonation (Cost 30, Maintenance 2/round)

Sphere of Earth:
Talk With Trees (Cost 20, Maintenance 2/question)

Sphere of Fire:
Combustion (Cost 20, Maintenance 2/round)

Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)

Sphere of Darkness:
Celestial Friend* (Cost 30, Maintenance n/a)

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

Sphere of Time:
Vanity (Cost 10, Maintenance 1/hour)

Sphere of Fate:
Deathleap (Cost 200, Maintenance n/a)

Sphere of Law:
Infravision (Cost 10, Maintenance 1/round)

Sphere of Chaos:
Mutate Form (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:

The spell caster catches a glimpse of her future, though not necessarily an important one; she may just see herself tying her shoelaces tomorrow morning. The spell has no effect.

If the fumble was from an offensive or defensive spell:

The next stone floor that the spell caster walks on collapses as if a Brittle Rock spell had been applied to it.

If the fumble was from a spell with audiovisual effects:

For d4 days ahead the spell caster sees words in spider webs everywhere. No one else does. The spell has no effect.
To generate another set of spell fumbles, simply refresh the page.
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