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:
Detect Injury (Cost 30, Maintenance n/a)
Sphere of Air:
Camouflage (Cost 5, Maintenance 1/round)
Sphere of Earth:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Fire:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Water:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)
Sphere of Darkness:
Inflict Pain (Cost 10, Maintenance n/a)
Sphere of Light:
Create Matter (Cost 10/g, Maintenance n/a)
Sphere of Time:
Time Leap* (Cost 200, Maintenance n/a)
Sphere of Fate:
Harmony (Cost 20, Maintenance 5/minute)
Sphere of Law:
Sense Magic (Cost 50, Maintenance 2/round)
Sphere of Chaos:
Walk the Soul Paths* (Cost 50, Maintenance n/a)
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