Creation
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You can create and alter physical materials. When you first gain the Creation sphere, you gain the alter and create sphere abilities.

Alter

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute (unless noted)
Target: One non-magical unattended object
Cost: 0 sp

You can alter an object with a touch. The object cannot be larger than Tiny size, although you can target a Tiny-sized portion of a larger object (such as a wall). This increases to Small size at 5th level, Medium size at 11th level, and Large size at 17th level.

You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment).

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Augment 1 sp: The size of the object you can alter may be up to two sizes larger.

When you gain the Creation sphere, you can alter objects in the following ways:

Repair

Duration: Instantaneous

You can repair a damaged object, restoring a number of hit points equal to 1d4 + your key ability modifier. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items. The amount of hit points restored increases by 1d4 at 5th level (2d4 + KAM), 11th level (3d4 + KAM), and 17th level (4d4 + KAM).

Destroy

Duration: Instantaneous

You deal bludgeoning damage to the object equal to 1d4 + your key ability modifier. The amount of damage increases by 1d4 at 5th level (2d4 + KAM), 11th level (3d4 + KAM), and 17th level (4d4 + KAM).

Augment 1 sp: The damage dealt by destroy bypasses the object’s damage threshold.

Talents marked (alter) grant you new ways to alter objects.

Create

Casting Time: 1 action
Range: touch
Duration: Concentration up to 1 minute
Target: Empty space that you can see that is sufficient to contain the created object
Cost: 0 sp

You can create objects out of magic that appear in either your hand or adjacent to you. You may create a single non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton that may be no larger than Tiny size, increasing to Small size at 5th level, Medium size at 11th level, and Large size at 17th level.

If you cannot carry, hold, or wield the created object with two hands due to bulk, weight, or size, it must begin in an adjacent square and no part of it can be more than 30 feet away.

You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 10 Intelligence check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical.

While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create, particularly complex objects (mechanics, crossbows, objects with moving parts) require an ability check be made as if crafting that object. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.).

Augment 1 sp: The size of the object you can create may be up to two sizes larger.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Table: Object Materials

Substance AC Hit Points Type
Glass 13 Fragile
Paper or Cloth 11 Fragile
Rope 11 Fragile
Ice 13 Fragile
Leather or Hide 11 Fragile
Wood 15 Fragile
Stone 17 Resilient
Iron or Steel 19 Resilient
Mithral 21 Resilient
Adamantine 23 Resilient
Object Hit Points
Size Fragile Resilient
Tiny 2 (1d4) 5 (2d4)
Small 3 (1d6) 10 (3d6)
Medium 4 (1d8) 18 (4d8)
Large 5 (1d10) 27 (5d10)
Huge1 damage threshold 10 damage threshold 15
Gargantuan1 damage threshold 15 damage threshold 20

1: Huge and Gargantuan objects do not have their own hit points, but are instead divided into multiple Large or smaller sections, tracking each section’s Hit Points separately. For example, a Gargantuan statue of a human might treat each of its limbs as a separate Large object. Huge and Gargantuan objects have damage thresholds. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.

Examples

The number of objects a caster could create and the uses of those objects are virtually endless, and many details will need to be determined by the DM. However, the following rules and guidelines should help provide specific examples.

Notes on Walls and Coverings: If you create a wall (a large but thin object along a single plane) A 5 foot by 5 foot square is considered a Small object. If creating cloth, a 5 foot by 5 foot square is considered a Tiny object.

Notes on Casings: If you try to create an encasement over a creature (for example, covering a creature with a stone dome), it counts as creating an object 1 size larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Dexterity saving throw to escape such an entrapment, moving them outside the targeted space in a direction of their choosing. Creatures may always attack their own casing.

Notes on Falling Objects: If you create an object with the intent that it falls on something else to damage it, this requires a spell attack, and if successful, deals damage based on the object’s size according to Table: Object Size. Particularly soft objects might deal no damage (for example, when dropping cloth).

The above assumes you are dropping an object from a height of about 15-60 feet. If dropping from a lesser height, you have advantage on your spell attack but deal half damage. If dropping from a greater height, you have disadvantage on your spell attack but deal double damage. The damage type (bludgeoning, piercing, or slashing) depends on the shape of the object being dropped. Objects not designed to be weapons suffer their own falling damage.

If you drop an object that is larger than what it is landing on, the target (or targets) in the area instead makes a Dexterity saving throw to avoid damage, gaining advantage against a drop from a great height and disadvantage against a drop from a short height.

Table: Object Size
Object Size Example Object Falling Damage (to both object and target)
Tiny Dagger 1d4
Small Chair 1d6
Medium Table 1d8
Large Statue 1d10
Huge Wagon 2d6
Gargantuan Catapult 2d8


Creation Basic Talents

Alter Talents

Change Material (alter)

You can alter an object, changing its composition from one material to another. Both the material you are affecting and the material you are changing it into must be materials you can create (i.e., you must use the Expanded Materials talent to work with objects other than vegetable matter). When the duration expires, the object returns to its normal material, although any damage sustained while altered remains after it returns to its original material. You cannot change a liquid into a solid or a solid into a liquid, and you cannot create or affect gases.

Augment 1 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Forge (alter)

Duration: Instantaneous

Augment 1 sp: You can shape material with a touch. This is an instantaneous effect, as you are literally changing the shape of the material in question. You can only affect materials you can create (i.e., you must use the Expanded Materials talent to work with materials other than vegetable matter), and you can only make crude changes such as forming walls, trenches, doors, coffers and other basic shapes. Detailed work (such as forging armor) is not possible, and there is a 30% chance that anything with moving parts simply doesn’t work. You can affect targets up to your normal creation size, but when working with a mineral (stone, metals, gems, etc.) the size you can affect is reduced by half.

Transparency (alter)

You can convert any material into a more transparent version of itself.

This does not affect the object’s composition, damage threshold, or have any effect other than offer a clear view through the object.

The caster may choose to affect the object’s opacity in a way that allows peering through an object while remaining unobserved from the other side. When used in this way, Wisdom (Perception) checks through the object suffer disadvantage, but it requires a Wisdom (Perception) check against your sphere DC to notice that the object can now be seen through from the other side. If you possess Exquisite Detail, it no longer imposes disadvantage and the Wisdom (Perception) DC to notice that the object is transparent gains disadvantage.



Other Talents

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Alchemical Creation

Augment 1 sp: You can create items that require mixing, such as acid flasks, alchemist’s fire, antitoxin, basic poison, and other, similar items at the GM’s discretion. You create only a single item appropriate for your size.

Altering Burst

Augment 1 sp: You can alter all unattended non-magical objects in a 10-foot radius around yourself. You can choose any number of materials that you can create within this area to be affected. (For example, you can choose to destroy a stone wall while leaving the wooden dresser resting against it unharmed.)

If you possess the Reaching (metasphere) Universal talent, you can center this effect anywhere within range. When augmenting the effect with Potent Alteration, you can alter one worn or held or magical object, increasing by up to one at 5th level (2 objects), 11th level (3 objects, and 17th level (4 objects). These altered worn or held or magical objects are in addition to other objects in the area.

Augment 1 sp: Increase the radius to 20 feet.

Catapult

Your create gains the following augments:

Augment 0 sp: When you create an item, you may create it with momentum. The object flies from the point of creation in a straight line as wide as the object up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes suffer the object’s falling damage from a normal height.

In addition, when augmenting create with the Catapult talent, you can apply one of the following augments:

Augment 1 sp: When determining the damage that a struck target takes, roll the falling damage twice and add them together.

Augment 2 sp: When determining the damage that a struck target takes, roll the falling damage thrice and add them together.

Complex Creation

Augment 0 sp: When you create an object, you can create a themed ‘creation’ that is made up of multiple different objects. For example, you could create a quiver full of arrows, or if creating a building you could include chairs, beds, barrels, etc.). You must be able to create all materials required for the complex creation.

Augment 1 sp: When you create an object two or more sizes smaller than your maximum, you can delay your creation so that rather than creating a single object once, it creates multiple identical objects over time. The total size of all created objects cannot exceed one size above your maximum create size. As a general rule, two objects of a similar size count as one size larger (2 Small objects equals a Medium object, 2 Medium objects equals a Large, etc.). You must set a parameter when this effect is created for when and where within range the items are created (for example, creating a new arrow in a quiver whenever the previous arrow is removed, or dropping a new anvil each round onto a target location, determined at the time of casting). This continues for the duration of the create effect or until the maximum size (or another limit, subject to GM approval) has been reached, whichever comes first.

Expanded Materials

Augment 1 sp: When you create an object, you can work with any solid fragile material that is non-harmful and does not possess any unusual properties, such as glass, ice, or leather. You can also create harmless liquids like water (3 cubic feet equals a Small creature), but not gases or flesh. You can also make objects with multiple materials, provided you can create all the materials required.

As you gain levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities, and created gems cannot be used as material components.

Table: Classic Substances
Level Materials
1st Stone
5th Basic metals (copper, iron, steel)
11th Precious metals (gold, silver)
17th Specialty metals (mithril), gems

Exquisite Detail

Augment 0 sp: Items you create are more intricate, and much harder to identify as fakes. You are proficient in ability checks made to create detailed or complicated objects and to any DC required to detect objects you create as magical fakes.

If you are already proficient, you instead add twice your proficiency bonus. This does not stack with similar effects. Those attempting to detect magic on your created objects must pass a spellcasting ability check against your sphere DC to detect any lingering creation auras.

Greater Alter

Augment 0 sp: The damage dealt with your destroy alter ability now uses d8’s instead of d4’s.

Augment 0 sp: The amount healed with your repair alter ability now uses d8’s instead of d4’s.

Magical Creations

Objects you create are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Magnify/Minimize

You can alter an object’s size for 1 minute per level. When using alter you can cause any object you can affect to increase or decrease by 1 size category. This doubles or halves the object’s height and width and multiplies or divides its weight by 8. Effects which depend upon a target object’s size which would not function due to size alterations are automatically suppressed, continuing to count down their duration as normal, when the object no longer meets the size requirements.

Worn items that are enlarged hinder their wearer’s movements, reducing their movement speeds by 10 feet, to a minimum of 5 feet. This effect fails if used to shrink worn items below a size that their wearer can wear.

If this effect is augmented by Potent Alteration to target a creature per that talent, the target creature gains the same adjustments as if the Size Change Alteration talent had been used on them to adjust them to their size.

Augment 1 sp: You can increase the number of steps you can enlarge or shrink an object by one size category, increasing by one at 5th level (2 steps), 11th level (3 steps), and 17th level (4 steps) (to a maximum of Gargantuan and a minimum of Tiny).

Object of Force

Augment 1 sp: You can create objects made of solid force. Force objects have no weight and remain rigid and unmoving in the location they are created, though a creature two sizes larger than the object can move it. Force objects are resilient and have resistance to all non-magical damage, and prevent incorporeal creatures from passing through them. Objects of force are translucent but easily noticeable and require no Perception check to see while imparting disadvantage to Wisdom (Perception) checks to see through them. If you possess Transparency you can make the object invisible (as Illusion sphere’s Invisibility) or entirely opaque without spending an additional spell point, chosen at the time of its creation.

Potent Alteration

Augment 1 sp: When altering an object, you can affect magical objects, worn or held objects, or creatures of the construct type. While this means you can repair broken magical items with your repair ability, you cannot restore the magic to such an object. If used against a creature or an attended object, the target creature or the creature wearing or holding the object is allowed a Constitution saving throw to negate the effect.

Precise Destruction

You can destroy moving components and locks in lieu of disabling them more conventionally. When attempting to disable a complex device (such as a trap or lock) you can instead simply target the offending part of the object with destroy. You are treated as possessing thieves tools at all times and being proficient with those thieves tools and may make ability checks to open locks or disable complex devices using your casting ability modifier in place of the usual attribute modifier, but only when the desired action can be achieved by carefully destroying components (thus a door unlocked with this ability would be impossible to lock again without first repairing the lock).

Restrictive Creation

Augment 1 sp: You can create non-harmful objects directly on a creature. An unwilling target is entitled a Dexterity saving throw to avoid having an object created directly on it, causing the object to fall harmlessly to the ground. This means you can create bindings, manacles, or some other close-fitting prison directly onto the target, making them Restrained on a failed saving throw. Targets can still attack their own bindings (as outlined under Notes on Casings listed above).

If you cover the target completely with a close-fitting prison they can only deal half damage to their bindings, but also have complete cover while inside their casing.



Advanced Creation Talents

Create Materials

Prerequisites: Creation sphere (Forge), Universal sphere (Extended (metasphere)), 11th level or higher.

Augment 2 sp: You can create raw materials. This is an instantaneous effect; you create the material as self-evident normal material, and thus it cannot be dispelled and has no duration. You cannot create complex items, i.e., you can create walls, battlements, ramps, or domes, but cannot create catapults, armor, or a complete building in this manner, although the material may be crafted as any other material after it is summoned. You can summon any material you can create, with the exception of gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).

Dissolution (alter)

Prerequisites: Creation sphere (Greater Alter, Potent Alteration).

Augment 1 sp: When using destroy on a non-magical, unattended object you can disintegrate it completely. The ability doesn’t deal damage and instead simply disintegrates as much as a 10- foot cube of nonliving matter.

Fabricate

Prerequisites: Creation sphere (Forge), 11th level or higher.

Augment 1 sp: When using your Forge talent, you can create items of great detail. You must pass the appropriate check to make complex items and work at a rate of 1 round per 10 cubic feet when working in this manner. You can only work with a material which you can create.

Fleshcraft

Prerequisites: Creation sphere (Expanded Materials), 11th level or higher.

You can create and alter flesh as you would other materials. This means you can create the body of a creature, although it is not alive, and you must make an Intelligence check if attempting to create a copy of a specific individual. You can also alter an unliving body. You can create a permanent body through the Create Materials talent.

Augment 1 sp: You can alter a living creature. A Constitution saving throw negates this effect.

If used in conjunction with the Change Material talent to affect a living creature, this does not kill the target; however, they do not appear to be alive for effects that would detect such things, and they may be injured as any other object. When returned to normal the creature is still alive (provided they weren’t destroyed in this alternate form), but any injuries or deformities gained in their altered state carry over to their original forms. Using Fleshcraft this way counts as a [curse] effect.

If you possess the Forge talent, you can sculpt a creature’s body in one of the following ways:

  • You can remove or restore an arm, leg, or tail, or even add some that were not originally there.
  • You can remove or restore a sense: sight, hearing, touch, taste, or smell.
  • You can attack the target’s body, reducing it’s Constitution by 2d6, or restore a creature to its normal Constitution score.
  • If you possess the Fabricate advanced talent, you can change a creature’s appearance permanently. Make an Intelligence check if attempting to mimic a specific creature.

Other uses of this talent are up to the GM.

Permanent Change

Prerequisites: Creation sphere (Change Material, Expanded Materials, Forge), 11th level or higher.

Augment 1 sp: When using your Change Material talent, you can make the change an instantaneous effect; the change is permanent and cannot be dispelled. You cannot create a permanent change involving gems, precious metals (such as gold or silver) or rare metals (such as mithril). If used on a target in conjunction with the Change Material and Fleshcraft talents, another application of the Fleshcraft and Change Material talents can return them to normal for a limited time. Only another use of the Permanent Change talent, or sufficiently powerful magic such as a true resurrection or wish spell, can permanently reverse this effect.

State Shift (alter)

Prerequisites: Creation sphere (Change Material), 11th level or higher.

When using Change Material, you can turn liquids and solids into either of the other state. This is a magical effect and the change in form itself has no additional effect on the condition of the target object, dealing no damage to it. When turning a solid into a liquid, the resultant object disperses as normal, but recombines when the effect ends and in the same location unless its component parts have been collected and moved elsewhere. If all pieces of an object are not present, the object still regrows from the largest remaining piece. If a magical object is converted into a new form, its magical properties cannot be used unless they are still applicable to its new state of matter.

Sustenance

Prerequisites: Creation sphere, level 1st or higher.
Casting Time: 10 minutes
Cost: 1 sp
Duration: Instantaneous
You can create enough bland food and drink to sustain a number of Medium-sized creatures equal to your key ability modifier. If you possess Exquisite Detail you can create any normal assortment of food or drink, determining quality by making a key ability modifier check with proficiency in place of any ability check normally required

Augment 1 sp: The casting time is reduced to an action.



Variants

Fission

You cannot use the alter ability. If you use the create ability of the Creation sphere, you do so by splitting off part of your body: this reduces your maximum hit points by 1d4 + 1d4 per size category of the object to be created above Small. This reduction cannot be healed as long as the object exists. However, you can reabsorb the created object by touching it as a free action, removing hit point reduction equal to that expended to create it. If the object is destroyed, you cannot reabsorb it but may heal normally. You can dismiss any object created in this way regardless of distance. Doing so does not restore the hit point reduction but allows you to recover normally as if the object was destroyed. This drawback grants a bonus talent from the Creation sphere. You must possess the Limited Creation (alter) variant to have this variant.

Limited Creation

Choose either alter or create. You cannot use this ability, nor take talents which augment this ability. You can still gain Expanded Materials if you choose not to be able to create objects.

You gain a bonus talent from this sphere.

Material Focus

You can only alter or create objects of a single, fragile special substance such as ice, cloth, bones, etc. You cannot take the Expanded Materials talent. You gain a bonus talent from this sphere.

You can choose a resilient special substance such as common metals or stone as your material, in which case you do not gain a bonus magic talent, and you increase the base spell point cost of your create ability by 1 spell point.

Material Mimic

In order to alter or create objects you must be in physical contact with another object that is composed of the material that will result from the effect and no more than three size categories smaller (e.g. to create a Large iron object, you would need to be touching another iron object of Tiny size or larger).

If you possess Change Material then this restricts the materials you can change the targeted object into. If you possess the Fleshcraft advanced talent then you cannot use your own body to produce fleshy objects, though you can use other creatures.

You gain Expanded Materials as a bonus talent.



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