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:
Remove Rune (Cost 100, Maintenance n/a)

Sphere of Air:
Illusion Piercing (Cost 20, Maintenance 2/round)

Sphere of Earth:
Motherlode (Cost 50/m3, Maintenance 1/minute)

Sphere of Fire:
Heat (Cost 2, Maintenance 1/10 minutes)

Sphere of Water:
Dry Path (Cost 20, Maintenance 2/hour)

Sphere of Darkness:
Raise Dead (Cost 150, Maintenance n/a)

Sphere of Light:
Restore Life (Cost 50, Maintenance n/a)

Sphere of Time:
Preserve Specimen (Cost 20+, Maintenance n/a)

Sphere of Fate:
Rune of the Traveller (Cost 20, Maintenance 2/minute)

Sphere of Law:
Rune of Truthful Weakness (Cost 30, Maintenance 10/minute)

Sphere of Chaos:
Rune of Reading Disability (Cost 50, Maintenance n/a)


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