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:
Delirium (Cost 20, Maintenance 2/round)
Sphere of Earth:
Talk With Trees (Cost 20, Maintenance 2/question)
Sphere of Fire:
Dancing Flames (Cost 10, Maintenance n/a)
Sphere of Water:
Icicles (Cost 10, Maintenance n/a)
Sphere of Darkness:
Mind Blast (Cost 10, Maintenance n/a)
Sphere of Light:
Sphere of Daylight (Cost 50, Maintenance 2/round)
Sphere of Time:
Soul Projection (Cost 100, Maintenance n/a)
Sphere of Fate:
Blessing (Cost 30, Maintenance 10/round)
Sphere of Law:
Sense Magic (Cost 50, Maintenance 2/round)
Sphere of Chaos:
Living Blood (Cost 150, Maintenance n/a)
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