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:
Greater Telepathy (Cost Special, Maintenance 2/10 minutes)
Sphere of Air:
Levitation (Cost 10, Maintenance 2/minute)
Sphere of Earth:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Fire:
Speed Combustion (Cost 10, Maintenance n/a)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Walk with Darkness (Cost 5, Maintenance 1/round)
Sphere of Light:
Cure Phobia (Cost 100, Maintenance n/a)
Sphere of Time:
Time Leap* (Cost 200, Maintenance n/a)
Sphere of Fate:
Mental Dominance (Cost 20, Maintenance 5/minute)
Sphere of Law:
Boomerang (Cost 30, Maintenance n/a)
Sphere of Chaos:
Silver Sabre (Cost 70, Maintenance n/a)
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