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:
Transfer Effect (Cost 30, Maintenance Special)
Sphere of Air:
Item Illusion (Cost 20, Maintenance 2/victim)
Sphere of Earth:
Meld Metal (Cost 30, Maintenance 5/round)
Sphere of Fire:
Ring of Fire (Cost 10, Maintenance 10/round)
Sphere of Water:
Water Friendship (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Sense Undead (Cost 20, Maintenance 2/round)
Sphere of Light:
Heal (Cost 10, Maintenance 5/hp)
Sphere of Time:
Crow of the Cock (Cost 10, Maintenance 2/hour)
Sphere of Fate:
Soul Command (Cost 50, Maintenance 10/question)
Sphere of Law:
Mind Read (Cost 20, Maintenance 5/minute)
Sphere of Chaos:
True Self (Cost 50, Maintenance 2/round)
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