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:
Entertainment (Cost 10, Maintenance 2/minute)
Sphere of Air:
Freezing Winds (Cost 10, Maintenance n/a)
Sphere of Earth:
Celestial Friend* (Cost 30, Maintenance n/a)
Sphere of Fire:
Combustion (Cost 20, Maintenance 2/round)
Sphere of Water:
Coral Reef (Cost 5, Maintenance 1/round)
Sphere of Darkness:
Shadow Form (Cost 50, Maintenance 10/minute)
Sphere of Light:
Sphere of Daylight (Cost 50, Maintenance 2/round)
Sphere of Time:
Speed of the Snail (Cost 20, Maintenance 2/round)
Sphere of Fate:
Possession (Cost 50, Maintenance n/a)
Sphere of Law:
Truesight* (Cost 50, Maintenance 5/round)
Sphere of Chaos:
Power Shift (Cost 50, Maintenance n/a)
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