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:
Block Access (Cost 100, Maintenance 20/minute)
Sphere of Air:
Item Illusion (Cost 20, Maintenance 2/victim)
Sphere of Earth:
Impenetrable Lock, (Cost 20+, Maintenance n/a)
Sphere of Fire:
Dry Wood (Cost 20, Maintenance 5/kg of wood)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Walk with Darkness (Cost 5, Maintenance 1/round)
Sphere of Light:
Sphere of Light (Cost 10, Maintenance 1/minute)
Sphere of Time:
Time Shift (Cost 80, Maintenance n/a)
Sphere of Fate:
Ovation (Cost 10, Maintenance 10/round)
Sphere of Law:
Detect Power (Cost 10, Maintenance 2/round)
Sphere of Chaos:
Transmute Matter (Cost 20, Maintenance 5/10 m3)
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