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:
Rune of the Alert Sentry (Cost 30, Maintenance n/a)
Sphere of Air:
Illusion Piercing (Cost 20, Maintenance 2/round)
Sphere of Earth:
Brittle Rock (Cost 40, Maintenance 20/extra m3)
Sphere of Fire:
Fire Aura (Cost 20, Maintenance 2/10 minutes)
Sphere of Water:
Rune of Fresh Water (Cost 20, Maintenance 1/litre)
Sphere of Darkness:
Raise Dead (Cost 150, Maintenance n/a)
Sphere of Light:
Circle of Healing Hands (Cost 40, Maintenance n/a)
Sphere of Time:
Crystal Rune (Cost 100, Maintenance 5/round)
Sphere of Fate:
Rune of Binding (Cost 50, Maintenance n/a)
Sphere of Law:
Rune of Forever (Cost 200, Maintenance n/a)
Sphere of Chaos:
Obfuscate Senses (Cost 20, Maintenance 2/round)
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