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:
Alter Self (Cost 2, Maintenance n/a)
Sphere of Earth:
Earth Friendship (Cost 20, Maintenance 2/round)
Sphere of Fire:
Speed Combustion (Cost 10, Maintenance n/a)
Sphere of Water:
Walk on Water (Cost 20, Maintenance 5/round)
Sphere of Darkness:
Banishment (Cost 50, Maintenance n/a)
Sphere of Light:
Sphere of Light (Cost 10, Maintenance 1/minute)
Sphere of Time:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Fate:
Gaze Charm (Cost 20, Maintenance 2/round)
Sphere of Law:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Chaos:
Shapechange (Cost 50, Maintenance n/a)
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