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:
Spices (Cost 30, Maintenance n/a)

Sphere of Air:
Calm the Wind (Cost 20, Maintenance n/a)

Sphere of Earth:
Burden of the Lumbersome Ox (Cost 20+, Maintenance 2/round)

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

Sphere of Water:
Bless the Well (Cost 50, Maintenance n/a)

Sphere of Darkness:
Rune of Animation (Cost 75, Maintenance n/a)

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

Sphere of Time:
Crystal Rune (Cost 100, Maintenance 5/round)

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

Sphere of Law:
Rune of the Warrior (Cost 20, Maintenance 2/minute)

Sphere of Chaos:
Obfuscate Rune (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:
Minion (Cost 50, Maintenance n/a)

Sphere of Air:
Invisibility to Immortals (Cost 10, Maintenance 2/round)

Sphere of Earth:
Falling Rocks (Cost 10, Maintenance n/a)

Sphere of Fire:
Dancing Flames (Cost 10, Maintenance n/a)

Sphere of Water:
Icicles (Cost 10, Maintenance n/a)

Sphere of Darkness:
Shadow Walk (Cost 50, Maintenance n/a)

Sphere of Light:
Sphere of Daylight (Cost 50, Maintenance 2/round)

Sphere of Time:
Crow of the Cock (Cost 10, Maintenance 2/hour)

Sphere of Fate:
Ovation (Cost 10, Maintenance 10/round)

Sphere of Law:
Repel Demon (Cost 40, Maintenance 10/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 feels a powerful attraction to any random self-aware creature nearby. This budding love affair lasts at least until a Restore Natural State or similar spell is used.

If the fumble was from an offensive or defensive spell:

The spell caster is transformed into a vampire, with all the stats changes and Innate powers inferred by her undead state. The condition lasts for d6 days unless the character tastes blood from a self-aware being, in which case it becomes permanent.

If the fumble was from a spell with audiovisual effects:

For 2d10 days ahead the spell caster easily wins any game of chance she participates in, whether she wants to or not.
To generate another set of spell fumbles, simply refresh the page.
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