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:
Block Access (Cost 100, Maintenance 20/minute)
Sphere of Air:
Freezing Winds (Cost 10, Maintenance n/a)
Sphere of Earth:
Sort Components (Cost 50/100 g, Maintenance n/a)
Sphere of Fire:
Dancing Flames (Cost 10, Maintenance n/a)
Sphere of Water:
Water Friendship (Cost 20, Maintenance 2/round)
Sphere of Darkness:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Light:
Create Matter (Cost 10/g, Maintenance n/a)
Sphere of Time:
Restoration (Cost 50, Maintenance 10/year)
Sphere of Fate:
Hypnosis (Cost 30, Maintenance 5/sentence)
Sphere of Law:
Detect Illusion (Cost 10, Maintenance 2/round)
Sphere of Chaos:
Living Blood (Cost 150, Maintenance n/a)
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