Difference between revisions of "Creation"

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Arm Me; Creation; DC 24, Create a single weapon with which you are proficient. It cannot be masterwork, and degrades after 24 hours.
 
Arm Me; Creation; DC 24, Create a single weapon with which you are proficient. It cannot be masterwork, and degrades after 24 hours.
  
Steel to Bronze; Creation; DC 26, Change a steel object of up to 60 pounds to bronze. If it is attended or being worn a reflex save is allowed to negate. Especially effective against Armor. Reduces hardness to 6, halves health, and halves all DR values.
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Steel to Bronze; Creation; DC 26, Change a steel object of up to 60 pounds to bronze. If it is attended or being worn a reflex save is allowed to negate. Especially effective against Armor. Reduces hardness to 6, halves health, and halves all DR values. Weapons take a -1 to attack and break on a natural 1.
  
 
Major Creation; Creation; DC 29, Create a single item of up to 20 pounds and up to a craft DC of 25. It cannot be masterwork. As normal this costs at least 1 [[Capacity]].
 
Major Creation; Creation; DC 29, Create a single item of up to 20 pounds and up to a craft DC of 25. It cannot be masterwork. As normal this costs at least 1 [[Capacity]].

Revision as of 15:50, 25 April 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Creation Discipline covers that most basic force - Creation.

Special Uses

Creation covers Transmutation as well as direct creation. Transmuting one type of material into another is slightly less difficult than simply creating the target object from nothing, because one is only violating some laws of physics. The Caveat is that it is easy to change similar things (copper to steel), but not easy to change different things (air to steel), and you cannot create, in terms of weight, more than you started with.

Naturally Transmutation spells where both the starting and target material are under the same discipline may be accomplished with that discipline, but Creation can accomplish any type. For example, Brass to Steel could be done by Metal, and Stone to Sand by Earth.

Creation spells that actually create (unlike Transmutation spells above) always cost at least 1 Capacity, because of the raw energy requirements of creation. The GM may rule that large creations require more capacity, no matter how well you roll. Enormous or very, very complex creations may permanently lower capacity.

If you wish to create a living being, you must make a mixed spell with the Life discipline. Otherwise you create an unoccupied corpse.

Use in Mixed Spells

Life for living beings, as above.

Counterspells

No Special.

Example Spells

Minor Creation; Creation; DC 18, Up to 10 pounds of any raw material (wood, iron, stone, flour, hay) is created immediately. As normal this costs at least 1 Capacity.

Arm Me; Creation; DC 24, Create a single weapon with which you are proficient. It cannot be masterwork, and degrades after 24 hours.

Steel to Bronze; Creation; DC 26, Change a steel object of up to 60 pounds to bronze. If it is attended or being worn a reflex save is allowed to negate. Especially effective against Armor. Reduces hardness to 6, halves health, and halves all DR values. Weapons take a -1 to attack and break on a natural 1.

Major Creation; Creation; DC 29, Create a single item of up to 20 pounds and up to a craft DC of 25. It cannot be masterwork. As normal this costs at least 1 Capacity.

Fortress Seed; Creation; DC 49, You create a large fortress of whatever material and layout you choose. It appears fully attached to the terrain and is as good a fortress as one built by hand. This costs at least 6 capacity.

Steel to Water; Creation; DC 56, Change a metal object of up to 60 pounds to water. If it is attended or being worn a reflex save is allowed to negate. Especially effective against Armor.