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:
Imbuement (Cost 50+, Maintenance n/a)
Sphere of Air:
Rune of Flight (Cost 40, Maintenance 20/hour)
Sphere of Earth:
Brittle Rock (Cost 40, Maintenance 20/extra m3)
Sphere of Fire:
Starlight (Cost 30, Maintenance n/a)
Sphere of Water:
Freeze Water (Cost 50, Maintenance 2/km2)
Sphere of Darkness:
Kiss of Suffering (Cost 20, Maintenance n/a)
Sphere of Light:
Midwifery (Cost 20, Maintenance 2/hour)
Sphere of Time:
Circle of Deep Sleep (Cost 50, Maintenance 1/hour)
Sphere of Fate:
Rune of the Traveller (Cost 20, Maintenance 2/minute)
Sphere of Law:
Circle of Protection from Undead (Cost 50, Maintenance 1/minute)
Sphere of Chaos:
Rune of Stray Magic (Cost 50, Maintenance n/a)
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