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:
Gain Location (Cost 50, Maintenance n/a)
Sphere of Air:
Invisibility to Immortals (Cost 10, Maintenance 2/round)
Sphere of Earth:
Meld Metal (Cost 30, Maintenance 5/round)
Sphere of Fire:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Night Friends (Cost 50, Maintenance 2/minute)
Sphere of Light:
Cure Phobia (Cost 100, Maintenance n/a)
Sphere of Time:
Enhance Natural Decay (Cost 20, Maintenance n/a)
Sphere of Fate:
Deathleap (Cost 200, Maintenance n/a)
Sphere of Law:
Invulnerability to Toxins (Cost 5, Maintenance 1/10 minutes)
Sphere of Chaos:
Deception (Cost 20, Maintenance 2/minute)
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