Creation Enhancements

Create [element]

Creation spells let you make objects or energy out of nothing. You cannot create creatures, and any energy you create is no more damaging than the weakest evocation, but many other effects are possible.

The specifics of your creation spell is up to you and your Game Master to decide. Does a creation spell summon objects from other dimensions, or does it create objects whole cloth? When the spell ends, does the object just vanish, or dissolve into mist, or perhaps burst into hundreds of skittering insects that disappear into the nearest nooks and crannies? When you create weapons or clothes, you can create them in the hands or on the bodies of willing subjects; you cannot force them to appear on the unwilling.

At the end of the spell’s duration, the object you created goes away entirely. If you make nails and use them to hold up a painting, the nails will vanish when the spell ends, and the painting will fall. Created dirt and mud that soils clothing will leave the clothes clean when the spell ends. If you create water and boil pasta in it, when the spell ends the water will disappear from the pasta and leave it dry.

Created materials always have some special “air” about them that make them seem unnatural. This is not enough to make people or animals uneasy, but an experienced person can easily determine that an item is magically created.

As a restriction of the rules, you cannot use a creation spell as a directly offensive spell that is unavoidable: you cannot create a metal block over a creature that will unavoidably crush it—the creature will be granted at least a roll to get out of the way. 

A create cantrip can create a tiny object worth no more than 5 gc which lasts for up to one round.

Also as a general guideline, you can never create something (like lava) inside a creature, nor can you create something if it would displace solid matter; you can only create objects in air, water, or other fluids. If you want a spell that injures by creating things inside a creature, choose an evocation effect.

It is still possible to create hazardous things, like flames, lava, or a vacuum, but usually creatures can escape such substances quickly. Higher level spells can trap creatures in a hazardous area.

Regardless of what specific enhancements you get for a creation spell, the total MP spent on a creation spell also determines the maximum monetary value of item you can create—300 gc per MP spent (round up). This monetary value refers to both craftsmanship and materials. For example, a suit of armor that costs 2,000 gc normally would need at least 7 MP.

Creation

Create Object. Cost varies. You can create almost any object. The basic cost of a creation depends on its size, determined by the area of effect of the spell, and the value (in other words, you just pay for the area; you don’t need to pay for the object itself). If you don’t buy any area of effect, you can create objects no larger than a human-sized longsword or a set of clothes. While the majority of the object much match the secret (create stone, create wood, etc.), minor elements (about 10%) can be of materials to which you do not possess the secret. Thus a set of clothing can have metal buttons, or a stone building can have wooden doors.

Elements

Elemental Object. Cost varies. You can create an object out of elemental force rather than actual matter. This enhancement simply doubles the basic cost of the creation’s area. The object is solid, but can take any form you want. If used to create a weapon, the weapon does elemental damage of the appropriate type (fire, cold, etc.) If used to create some other type of object, there may be other effects, detailed in the entry for each element. You can always safely handle objects you create yourself, but others can be harmed if they try to walk on a bridge made of fire. Elemental objects are considered to be steel for the purposes of determining their statistics, but they weigh onehundredth of the weight an equivalent steel object would weigh.

Elemental Damage. Cost 1 MP. For elements which cause damage (acid, fire, ice, lava, lightning) you can increase the normal 1 damage to 1d6 for 1 MP. For more damage, you need to use evocation enhancements. Choose an element for which you know the secret.

Acid. Elemental objects created of acid are mild, and deal 1 point of acid damage per round to anyone who touches them. Stronger acid is not available as a creation. If you want to hurt things with acid, see the section on evocations.

Air. When you create air, you can choose its temperature, between extremes of –40 and 150 degrees Fahrenheit (–40 and 65 degrees Celsius). Severe heat and cold cannot be used offensively unless you have a way to keep someone from moving out of the area of effect, since it takes a while to die of exposure. The air in the area can be breathed for the duration; if a creature is the target, the spell enables them to breathe fresh air for the duration. For an additional 1 MP, a moderate wind of up to 20 mph can be created. For 2 MP, the wind is strong (up to 50 mph), and for 5 MP it is a hurricane of over 100 mph. For 8 MP a tornado with winds of up to 300 mph can be created.

This exploit can also be used to create a type of weather within the area of effect natural to the local climate and season which takes 10 minutes to develop, and fades when the spell’s duration ends. The duration must be at least 10 minutes to use it in this manner, but the area cost is one-quarter normal (round down).

Fire. Elemental objects created of fire deal 1 point of damage per round to anyone who touches them (normal fire deals 1d6 damage per round).

Force (6 MP). Force objects exist both materially and ethereally, affecting incorporeal creatures. They count as forcefields for determining stats.

Ice. Elemental objects created of ice deal 1 point of damage per round to anyone who touches them (normal ice deals 1d6 damage per round).

Lava. Elemental objects created of lava deal 1 point of damage per round to anyone who touches them (normal lava deals a base of 1d6 damage per round of exposure). You can’t create lava that surrounds and engulfs a creature, but it’s certainly possible to create enough lava to push creatures into.

Life. You can create any sort of object of once living matter, such as clothes, wooden desks, food, or boats. You could even create a corpse. (The market price of a corpse varies wildly depending on its nature.) Life is not actually created; “life” in this context means “organic matter.” Food created in this way lasts 15 minutes (this duration does not need to be purchased with additional MP), and if it is consumed by a creature, it sustains the creature as though it were real in every respect.

Light. Light creates bright illumination in the spell’s area of effect, and dim light for a further distance equal to half the spell’s radius. For an additional 3 MP, the light can be made so bright that no shadows are cast, and any who see this bright light are subject to a MAG vital attack that inflicts the Blind condition.

Lightning. Elemental objects created of lightning deal 1 point of damage per round to anyone who touches them (normal lightning deals 1d6 damage per round).

Mist. A fog cloud obscures vision beyond 5'. A creature within 5' has concealment (–2d6 die penalty to hit it). Fog and mist can be dispersed by a moderate wind (11+ mph) in 4 rounds, or by a strong wind (21+ mph) in 1 round.

Ooze (3 MP). Ooze objects are semi-solid, and can only be moved through at a rate of 5' per round. Melee attacks made in the area suffer a –1d6 die penalty to attack and damage rolls. Ranged attacks are impossible. The created object looks normal.

Shadow. Shadow creates darkness in the spell’s area of effect, and dim light for a further distance equal to half the spell’s radius. Creatures with darksight can see through this area normally. For an additional 1 MP, the darkness becomes impenetrable even to those with darksight, but does not have an additional dim light perimeter.

Sound. The spell creates actual, not illusory, sound somewhere within the spell’s range that dissipates normally with distance. The sound is simple and repetitive, and is roughly as loud as four men talking. For an additional 1 MP, the sound can be as complex as a conversation, or simple musical quartet, and as loud as a crowd of shouting men. For 5 MP, the sound can be literally deafening, attacking all who hear it with a MAG vs. Defense check or becoming inflicted with the severe Deaf condition.

Void. The spell creates a vacuum, emptying the area of effect of liquids and gases. You can use this to snuff flames or suffocate creatures.

Water. The spell creates pure water. Water created in this way to fill one or more drinking vessels lasts 15 minutes (this duration does not need to be purchased by additional MP), and if it is drunk by a creature, it sustains the creature as though it were real in every respect.

Other

Pocket Dimension. Cost varies. You can use create space to create a pocket dimension, with an entrance big enough for you to walk through (though you may choose to make it smaller). You create the entrance anywhere within range. If you are inside, you can close or reopen the entrance with two actions. The area of effect you choose is the size of the pocket dimension, and also defines the cost in MP of the dimension—the MP cost of the pocket dimension is equal to twice the normal area of effect cost. Anything in the area of effect is effectively removed from the rest of the world. The interior of the pocket dimension is bare, and it ends without any apparent solid walls. Temperature and air within are the same as those without when the dimension is created. If the spell’s duration ends, anything in the area of effect is expelled. The pocket dimension expires when the duration of the spell expires. You can include for free items using creation spells up to half the MP cost of the dimension itself (so if you created an 18 MP pocket dimension, it can include up to 9 MP worth of free creations).

Restrain. Cost varies. You inflict the Restrained condition. The standard condition costs 2 MP, while the severe condition costs 4 MP. The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.