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:
Telekinesis (Cost 20, Maintenance 5/round)
Sphere of Air:
St. Elmo's Fire (Cost 10, Maintenance 2/round)
Sphere of Earth:
Adhesive Touch (Cost 10, Maintenance 2/round)
Sphere of Fire:
Speed Combustion (Cost 10, Maintenance n/a)
Sphere of Water:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Darkness:
Sense Undead (Cost 20, Maintenance 2/round)
Sphere of Light:
Sphere of Daylight (Cost 50, Maintenance 2/round)
Sphere of Time:
Sense Presences (Cost 20, Maintenance 2/round)
Sphere of Fate:
Desolation (Cost 50, Maintenance n/a)
Sphere of Law:
Prevent Falsehood (Cost 10, Maintenance 2/minute)
Sphere of Chaos:
Shapechange (Cost 50, Maintenance n/a)
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