True magic and talents spell generator

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:
Telepathy (Cost 20, Maintenance 2/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:
Elemental Invulnerability (Cost 10, Maintenance 1/minute)

Sphere of Water:
Call Fish (Cost 20, Maintenance 2/round)

Sphere of Darkness:
Energy Drain (Cost 10+d4, Maintenance n/a)

Sphere of Light:
Celestial Friend* (Cost 30, Maintenance n/a)

Sphere of Time:
Know Age (Cost 20, Maintenance n/a)

Sphere of Fate:
Hypnosis (Cost 30, Maintenance 5/sentence)

Sphere of Law:
Scrutiny (Cost 50, Maintenance n/a)

Sphere of Chaos:
Shapechange (Cost 50, Maintenance n/a)


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