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:
Power Thief (Cost 20, Maintenance 2/round)
Sphere of Air:
Freezing Winds (Cost 10, Maintenance n/a)
Sphere of Earth:
Adhesive Touch (Cost 10, Maintenance 2/round)
Sphere of Fire:
Blinding Flash (Cost 40, Maintenance n/a)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Inflict Pain (Cost 10, Maintenance n/a)
Sphere of Light:
Rays of Light (Cost 10, Maintenance n/a)
Sphere of Time:
Lifeblood (Cost 20+, Maintenance n/a)
Sphere of Fate:
Chiromancy (Cost 20, Maintenance n/a)
Sphere of Law:
Ignore Invisibility (Cost 20, Maintenance 2/round)
Sphere of Chaos:
Power Shift (Cost 50, Maintenance n/a)
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