Old Creation
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Spheres of Power
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You may create and alter physical materials.

Alter [Core]

Altering an object is a standard action and requires you to be touching the object to be altered. 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).

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

Repair

You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
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The Creator's Handbook
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This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

Destroy

You deal damage to the object equal to 1d4 + 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition.

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

Create [Core]

As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration.

If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range.

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 15 Appraise 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 a Craft check made against the object’s Craft DC. 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.).

Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size.

Table: Object Materials
Substance Hardness Hit Points
Glass 1 1/in. of thickness
Paper or Cloth 0 2/in. of thickness
Rope 0 2/in. of thickness
Ice 0 3/in. of thickness
Leather or Hide 2 5/in. of thickness
Wood 5 10/in. of thickness
Stone 8 15/in. of thickness
Iron or Steel 10 30/in. of thickness
Mithral 15 30/in. of thickness
Adamantine 20 40/in. of thickness

Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category 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 Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing.

Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage.

Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.

Table: Object Size
Object Size Minimum Caster level (number of Small objects contained) Example Objects Falling Damage (to both object and target)
Small 1 Chair 1d6
Medium 2 Table 1d8
Large 4 Statue 2d6
Huge 8 Wagon 3d6
Gargantuan 16 Catapult 4d6
Colossal 32 Ship 5d6
Colossal+ 64 Tavern 6d6

Creation Talents

Alchemical Creation

You may create items that require mixing, such as alchemical items and poisons. You may spend 1 spell point to create an alchemical item(up to a maximum value of 25 gp per caster level). This functions exactly as the normal alchemical item except that any DC is 10 + your casting ability modifier + 1/2 your caster level and any damage it deals is increased by your casting ability modifier. These alchemical weapons remain for the normal duration of a created object at which point they disappear as usual. You may also alter mundane alchemical weapons up to a maximum value of 25 gp, enhancing their potency in the same way for the normal duration, at which point the items return to their normal damage and saving throw DC. This does not stack with other effects that increase the item’s DC.

As your caster level increases, so does your ability to create and sustain more materials. At caster level 5 you may create alchemical items costing up to an additional 25 gp per caster level (a total of 50 gp per caster level). Every 5 caster levels beyond this increases the total value you can create by an additional 25 gp per caster level (75 gp per caster level at 10th, 100 gp per caster level at 15th, and so on).

If you possess Divided Creation you may create any number of alchemical weapons whose total value is less than half the maximum value you may create and whose total size is less than or equal to your maximum size (with each alchemical weapon counting as a small object) but only one object created this way increases its saving throw DC and damage, all others retain their base, non-magical statistics.

If you possess Plasma Production then any time you create an alchemical weapon that includes a fuse as the method of activating it (such as with a fuse grenade and its variants, or fireworks) you may create it with the fuse pre-lit. This allows you to treat the weapon as if you had used it as provided in its description. (For example, creating a fuse grenade with this option causes the grenade to explode in 1d4 rounds.)

Altering Burst

You may alter all unattended non-magical objects in a 10 ft. radius around yourself. You may only affect objects half the size of your usual maximum. If you spend a spell point, you may alter objects up to your normal size limitation as per your caster level and increase the radius to 20 ft. You may choose any number of materials that you can create within this area to be affected. (For example, you may choose to destroy a stone wall while leaving the wooden dresser resting against it unharmed.)

If you possess Distant Alteration, you may center this effect anywhere within range. If you possess Potent Alteration, when spending a spell point to alter bigger objects in a larger area, you may alter up to one attended and/or magical object for every 4 caster levels you possess that remains within the size limitations of the effect in addition to other objects in the area.

Created Momentum

When creating an object and dropping it on a target at the same time, the falling object never deals half damage, no matter how short the fall. Additionally, you may attack walls and other targets in this fashion, even if it would normally be impossible to drop an object on top of them, by hurling the created object sideways. The created object only needs to fall 75 ft. rather than 150 ft. to deal double damage.

Distant Alteration

You gain the ability to alter objects at range. When using alter you may instead make a ranged touch attack at a valid target within close range instead of a touch attack. You may select this talent multiple times. Each time it is taken, increase the range by 1 step (close to medium, medium to long).

Distant Creation [Core]

When you create an object, the object may appear anywhere within Close range. Objects that take up large areas must be completely contained within range. You may select this talent multiple times. Each time it is taken, increase the range by 1 step (Close to Medium, Medium to Long).

Divided Creation [Core]

When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, you may create a single ‘object’ that would normally consist of a multitude of parts (i.e., if creating a tavern with this talent, it would appear with chairs, beds, barrels, etc.).

Expanded Materials [Core]

When you take this talent, you may choose one of the following options. You may take this talent multiple times. Each time, choose another option you haven’t taken yet.

Classic Substances: When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft. equals a Small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required.

As you gain caster 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.

Note: Objects of stone or harder materials deal double damage when dropped on a target.

Note: Feats and advanced talents found in Spheres of Power which refer to Expanded Materials now refer to Expanded Materials: Classic Substances.

Table: Classic Substances
Caster Level Materials
1st Stone
5th Basic metals (copper, iron, steel)
10th Precious metals (gold, silver)
15th Specialty metals (cold iron, mithril), gems

Acidic Creation: By spending an additional spell point when you create or alter an object, you may work with material with basic acidic properties. You may create acidic liquids (3 cubic ft. equals a Small creature) or apply an acid coating to a solid object, but may not create gases without Gaseous Generation.

When first created, this acid deals 1d6 points of acid damage to any creature or object it touches every round plus 1d6 per 2 caster levels beyond 1st. After 1 round per 2 caster levels the acid will lose potency and only deals its minimum damage. If attached to an object dropped on a target, acid damage is never increased for hardness or distance.

If the acid is created in a way that it would immediately harm a creature, they are entitled to a Reflex saving throw to negate the damage (unless the acid is attached to a target dropped onto them, in which case an attack roll is made as usual). If they fail this saving throw and are coated in acid, they may continue to make Reflex saves every round as a move action to clean away the affected areas and prevent further damage. By spending a fullround action that provokes an attack of opportunity they may remove the acid without a saving throw.

If you possess Gaseous Generation you may create acidic gases. These follow the rules of Gaseous Generation for determining volume but at 1/2 your normal caster level.

This acidic gas deals 1d6 acid damage per round, and an additional 1d6 damage for every four caster levels beyond 1st. When an acidic gas loses its potency it is dispersed entirely.

If you possess Lengthened Creation, any acid created using it maintains its potency for 10 minutes per caster level. If you create acid with the Create Materials advanced talent, the acid loses its potency after one week if not refreshed by repeated castings of Create Materials.

Gaseous Generation: By spending a spell point when you create or alter an object, you may work with gaseous materials. You may create gases (5 cubic ft. equals a Medium creature, you may fill a 5 ft. square for every two caster levels. You may fill only half of a cube as a Small creature but this decreases the DC of any created gaseous effect by 2 and halves any damage from harmful gases) or change their composition into any other known substance with Change Material. You must have line of sight to accomplish this, and as such cannot alter the air in a creature’s lungs into stone.

As you gain caster levels, you also gain the ability to make more dangerous gases as detailed in the table below.

Vacuums cannot be created or altered, and gases cannot be destroyed by damaging effects. Creatures standing in a square filled with unbreathable air must hold their breath or suffer the effects of suffocation, following the normal rules for doing so.

A half-filled square of non-transparent gas obscures sight beyond 10 feet. Any creature behind more than 10 ft. of squares half-filled with a gas has concealment (attacks have a 20% miss chance). A square filled with a gas obscures sight beyond 5 feet. A creature within 5 ft. has concealment and creatures further away have total concealment (50% miss chance and attackers cannot use sight to locate the target). If a square is filled with a condensed gas (by treating a single square as a Large object) it obscures vision as above and is difficult to move in, halving movement speed of all creatures within it as well as imposing a -2 penalty to melee attack and damage rolls, preventing normal ranged attacks (siege weapons and magic attacks function normally), and treats anyone standing in a harmful gas as if they were exposed to it twice. (For example, taking double damage from acidic vapors, or two doses of poison from poisonous fumes.)

A moderate wind (11+ mph) disperses any created or altered gas in 4 rounds. A strong wind (21+ mph) disperses the gas in 1 round.

Note: The Pathfinder Roleplaying Game is not designed to be a perfect simulation of reality, and attempting to interject real-world physics and chemistry into it is often disastrous. As such, the gases that may be altered or created have been simplified from what their real world counterparts would be. If you wish to create a more specific gas, you are encouraged to discuss the matter with your GM - its effects should not exceed those of the gases normally available at your caster level.

Table: Gaseous Generation
Caster Level Gaseous Material
1st Breathable air
5th Unbreathable air, gaseous forms of non-harmful objects (for example, steam, smoke)
10th Non-magical inhaled poisons (using your sphere DC rather than the standard poison DC)
15th Highly flammable gases (1d6 fire damage per ignited 5 ft. cube of gas to all targets within a 20 ft. radius of any ignited cube, Ref half), highly corrosive gases (2d6 acid damage per round of exposure, Fort half)

Plasma Production: You may create or alter a non-magical fire with your normal limitations on size. A fire that has insufficient fuel quickly burns itself out. In addition, you may create or alter non-magical electricity.

With no battery or other way to store electricity, however, the energy quickly dissipates. Generating electricity on an object deals 1d6 points of damage per two caster levels to the object and any creature or object that interacts with it (Reflex negates). Every round thereafter, the electricity deals 1d6 fewer points of damage until it reaches 0, at which point it dissipates entirely. If used on a battery or other electrical storage object, this deals no damage and creates a number of charges equal to the number of dice used for the initial damage.

Repairing a plasma restores it to the size (for fire) or stored energy (for electricity) it had in the previous round. This allows a fire to retain its size indefinitely without fuel so long as it is repaired every round. Destroying a plasma reduces its size or stored energy by 1 size category or 1d6 points of damage for every 5 points of damage dealt to it.

If you use Change Material to turn an object into a plasma which dissipates entirely before the duration expires, then the object is destroyed when it regains its normal form. Otherwise, when the duration expires, the object reverts to its previous form with no apparent difference or damage that wasn’t preexisting.

Exquisite Detail [Core]

Items you create are more intricate, and much harder to identify as fakes. You may add your caster level to any Craft checks made to create detailed or complicated objects and to the Appraise DC required to detect objects you create as magical fakes. Those attempting to detect magic on your created objects must pass a magic skill check to detect any lingering creation auras.

Greater Destroy [Core]

Increase the amount of damage dealt when you use your destroy ability to 1d6 + your caster level.

Greater Repair [Core]

Increase the amount of damage healed when you use your repair ability to 1d6 + your caster level.

Larger Creation [Core]

You may spend an additional spell point when creating or altering an object to double the size, letting you create or alter up to the equivalent of 2 Small objects (1 Medium object) per caster level.

Lengthened Creation [Core]

When you create or alter an object, you may spend a spell point to make the object or effect remain for 1 hour per caster level without concentration.

Magnify/Minimize

You may alter an object’s size for 1 minute per caster level. When using alter you may cause any object you may 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.

By spending a spell point, you can increase the number of steps you may enlarge or shrink an object by 1 + 1 per 5 caster levels (to a maximum of Colossal and a minimum of Fine).

If you have Lengthened Creation, you may spend an additional spell point to alter the object for up to 1 day per caster level.

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 affected by Magnify/Minimize impede their wearer. Magical armor and clothing made too large or small make movement difficult and treat the wearer as if they were encumbered. Non-magical worn equipment made too small forces the wearer to make a Strength check (with a +2 bonus per size category) against the break DC of the object. Success destroys the object while failure results in encumbrance as if it was a magical item. Non-magical equipment made too large may encumber the target or simply fall to the ground at GM discretion. Other effects of similar severity may occur at the GM’s discretion.

If cast on a creature using Potent Alteration the target creature gains the same adjustments as if the Size Change Alteration talent had been used on them to adjust them to the target size.

Mass Liquid Generation

You may create water even if you do not possess Expanded Materials: Classic Substances.

When attempting to create a liquid, you can treat 5 cubic ft. as a Small object. By spending an additional spell point when using create to fill an area with a non-harmful liquid, you may instead treat a full 5-ft. cube (125 cubic ft.) as a Small object.

Object of Force

You may create objects made of solid force energy. Force objects have no weight and prevent incorporeal creatures from passing through them. Force objects have hardness equal to two times your caster level and hp equal to 10 times your caster level per inch. A wall 5 ft. by 5 ft., 1 in. thick of force is treated as a Small object. If you possess Wall Master you may instead treat a 10 ft. by 10 ft., 1 in. or a 5 ft. by 5 ft., 4 in. thick wall of force as a Small object. Objects of force are translucent but easily noticeable and require no Perception check to see while imparting a -2 penalty to Perception checks to see through them. If you possess Transparency you may make the object invisible (as Illusion sphere’s Invisibility using your Creation caster level) or entirely opaque without spending an additional spell point, chosen at the time of its creation.

Potent Alteration [Core]

When altering an object, you may spend an additional spell point to affect magical objects, attended objects, or animate targets such as golems. While this means you may repair broken magical items with your repair ability, you cannot restore the magic to such an object unless your caster level is at least equal to the item’s caster level. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way.

If used against an attended object, this is treated as a sunder maneuver. If used against an animate object, this is a touch attack. If the object or object’s wielder is unwilling, they are also allowed a Fortitude save to halve the damage (in the case of destroy) or otherwise negate the effect.

Practiced Creation

You may increase the casting time of any create effect by 1 step to reduce the spell point cost by 1 (to a minimum of 0)

Precise Destruction

You may destroy moving components and locks in lieu of disabling them more conventionally. When attempting to disable a complex device or lock you may instead simply target the offending part of the object with destroy. You may make Disable Device checks as if it was a class skill using your caster level in place of skill ranks and your casting ability modifier in place of Dexterity. Doing so requires a standard action, regardless of how long a typical disable device check would take.

If you possess Potent Alteration you may spend a spell point to disarm magical traps.

Replication

By spending an additional spell point when you create an object less than half of your maximum size, you may delay your creation so that rather than create a single object once, it creates a multitude of identical objects over time. The total size of all created objects cannot exceed double your create maximum size. 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 non-standard limit) has been reached, whichever comes first. Using this talent allows the create effect to persist for 1 minute per caster level without concentration at no additional cost.

Restrictive Casing

When attempting to create a casing for a creature, you may spend an additional spell point to create a full-body confinement casing. Treat this as an object the same size as the creature. They may still make Strength checks to escape, but are otherwise unable to attack the casing or take any action which requires movement.

Additionally, you may create non-harmful objects directly on a creature. An unwilling target is always entitled a Reflex save to avoid having an object created directly on them, causing the object to fall harmlessly to the ground. (For example, you may create manacles on a target’s wrists, but if they make a successful Reflex save the manacles miss and fall to the ground.)


Alter Talents

Change Material (alter) [Core]

You may spend a spell point to alter an object, changing its composition from one material to another for 1 round per caster level. Both the material you are affecting and the material you are changing it into must be materials you can create (i.e., you must possess the Expanded Materials talent to work with objects other than vegetable matter) and the object cannot exceed your maximum creation size, although you may target part of an object (such as a section of wall). 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.

Forge (alter)

You may spend a spell point to shape material with a touch. This is an instantaneous effect, as you are literally changing the shape of the material in question (i.e., it has no duration, and cannot be dispelled once finished). You can only affect materials you can create (i.e., you must possess the Expanded Materials talent to work with materials other than vegetable matter), and you may 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 may affect targets up to your normal creation size, but when working with a mineral (stone, metals, gems, etc.) the size you may affect is reduced by half.

Rigidity (alter)

You can spend one spell point to manipulate how rigid an object is. You cannot alter an object that is larger than you can create and the normal restrictions apply. This talent has no effect on gases or liquids, or creatures without hardness as a defensive ability.

Increasing an object’s rigidity improves its hardness by 1, but decreases its hit points by 2 (walls lose 2 hit points per inch of thickness) per two caster levels (minimum: +1), as the object’s structure becomes harder, but is in turn more prone to shattering. Objects cannot be reduced to less than 1 hit point (walls cannot have less than 1 hit point/inch of thickness), and the bonuses to hardness stop when the minimum amount of hit points is reached.

Decreasing an object’s rigidity lowers its hardness by 1, but increases its hit points by 2 (walls gain 2 hit points per inch of thickness) per two caster levels (minimum: -1), as the object’s structure becomes more flexible, but it is no longer as able to resist damage as the original. Objects cannot be reduced to a hardness lower than 0, and the bonuses to hit points stop when the minimum hardness is reached.

This effects lasts for one minute per caster level for altered objects, or for the full duration of created objects, whichever is shorter.

Transparency (alter)

You may convert any material into a more transparent version of itself as long as you concentrate for up to 1 minute per caster level, but you may always spend a spell point to allow the effect to remain without concentration for its maximum duration.

This does not affect the object’s composition, hardness, or have any effect other than offer a clear view through the object. The object may be of any size of which you can create or, if larger, may be as large as a two square ft. per caster level that can penetrate up to 1 ft. of material per caster level.

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, Perception checks through the object suffer a -4 penalty, but it requires a DC 15 Perception check to notice that the object is see through from the other side. If you possess Exquisite Detail, the penalty to Perception decreases to -2 and the Perception DC to notice that the object is transparent increases by your caster level. If you possess Lengthened Creation you may use it to extend the duration as normal.


Old Creation Feats

Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.


Old Advanced Creation Talents

Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.


Old Creation Drawbacks

Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.


Archetypes Specializing In Creation

-Old Dustbringer

Dustbringers are Mageknights who use unarmed strikes to wear down the bodies and gear of their foes.

-Old Knight of Willpower

Knights of Willpower are Thaumaturges who have particularly powerful wills and use the Creation, Light, and Telekinesis spheres to great effect.

-Old Lingchi Warrior

Lingchi Warriors are Armorists who summon a field of weapons to use against their foes.

-Old Word Witch

Word Witches are Fey Adepts who specialize in conjuring tangible objects instead of mere illusions.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
2 All unattended, nonmagical objects within close range of the caster take damage per the destroy option of the alter ability.
3 The casting time decreases by 2 steps.
4 A solid box of the material the caster can create with the highest hardness appears around the caster. This box persists for 1d4 rounds or until destroyed. This box has a thickness of 1 inch.
5 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
6 (Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil may become trapped at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn.
7 For 1 round, the caster’s body is transmuted into stone per the Fleshcraft advanced talent.
8 The caster’s lungs are filled with water, forcing him to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
9 A swarm of paper cranes fill the area around the target out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level.
10 Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the target or center of the target area. These boxes persists for 1d4 rounds. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch.
11 Roll again on the Universal wild magic table.
12 A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the caster. This falling height cannot exceed the height of the room or other enclosed space the caster occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved.
13 (Combat) The caster is stunned for 1 round.
14 The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends.
15 All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
16 A swarm of paper cranes fill the area around the caster out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level.
17 The ground under the caster to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends.
18 A solid wall appears in front of the caster the next time he attempts to move. This wall is the width and height of the caster’s space and disappears at the end of the caster’s movement.
19 All creatures within close range of the target have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by -2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles.
20 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
21 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
22 All creatures within close range of the caster have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by 2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles.
23 All unattended, nonmagical objects within close range of the target or center of the target area take damage per the destroy option of the alter ability.
24 (Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to adamantine for 1 minute per caster level.
25 One gallon of water per caster level appears above the caster. Any nonmagical flames carried by or around the caster are extinguished.
26 The ground within close range of the caster is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends.
27 All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
28 The casting time increases by 2 steps.
29 Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the caster. These boxes persists for 1d4 rounds or until destroyed. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch.
30 All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
31 As an instantaneous effect, the caster is suddenly saddled with several large backpacks filled with worthless trinkets, increasing his load to 1 lb. over his maximum heavy load. Removing the backpacks requires a standard action.
32 The caster is exhausted.
33 All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
34 (Combat) As an instantaneous effect, the caster becomes covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the caster takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
35 (Combat) All creatures within close range of the target have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0.
36 A lump of flowstone with a mass equal to twice caster level pounds appears in the caster’s space. This flowstone disappears after 1 minute per caster level.
37 Gold coins rain on an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
38 (Combat) The ground within close range of the caster is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect.
39 The casting time decreases by 1 step.
40 The contents of the caster’s stomach becomes violently inedible. The caster is nauseated for 1d4 rounds.
41 All creatures within close range of the caster have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather or cloth, increase the ACP by 2 and the ASF by 10%. The wood has hardness 5.
42 A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the target or center of the targeted area. This falling height cannot exceed the height of the room or other enclosed space the target or area occupies. Make an attack roll per the falling object rules of the Creation sphere against the target or against the nearest creature in the area. The object disappears after the attack is resolved.
43 Effect receives a -4 penalty to caster level (minimum 1).
44 (Combat) The ground within close range of the caster is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect.
45 (Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to gold for 1 minute per caster level. Weapons that do not deal bludgeoning damage have their damage die decreased by two sizes. Creatures wielding such a weapon take a -2 penalty to CMD against the sunder combat maneuver.
46 The effect persists for 1 minute beyond its normal duration.
47 Caltrops cover the ground out to medium range of the target or center of the target area for 1d4 rounds.
48 The casting time increases by 1 step.
49 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
50 (Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil are shunted out at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn.
51 One gallon of acid per caster level appears above the target or center of the target area. Any creature or object in the square takes 1d6 points of acid damage per two caster levels and has any nonmagical flames it carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved.
52 Any metal armor the caster is wearing is changed to adamantine for 1 day per caster level.
53 The ground under the target or center of the target area to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends.
54 As an instantaneous effect, an ice sculpture of the caster appears in a square adjacent to the caster of the GM’s choice. This sculpture is of the same size as the caster and melts as normal for a block of ice in the local environment.
55 The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect.
56 The ground around the target or center of the target’s area out to close range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC.
57 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
58 Gold coins rain on an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
59 All creatures within close range of the caster have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0.
60 (Combat) Creatures within close range of the caster must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
61 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
62 One gallon of acid per caster level appears above the caster. The caster takes 1d6 points of acid damage per two caster levels and has any nonmagical flames he carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved.
63 For 1 minute per caster level, the ground within close range of the caster is transmuted to flowstone.
64 (Combat) A banana peel appears under the caster’s feet, forcing him to fall prone. If the caster is not standing, this result is delayed until the next time he stands on solid ground. The banana peel disappears immediately afterwards.
65 The caster’s lungs are filled with acid, forcing him to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
66 The caster is fatigued.
67 The caster loses access to this sphere for 1d6 rounds.
68 All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to take 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
69 For 1 minute per caster level, the ground within close range of the caster is transmuted to steel.
70 Effect receives a +2 bonus to caster level.
71 As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire.
72 For 1 hour per caster level, all nonmagical objects that the caster takes into his possession are immediately damaged as the destroy option of the alter ability. This damage is incurred each time the object becomes attended.
73 A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above a square of the caster’s choice within close range. This falling height cannot exceed the height of the room or other enclosed space the target occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved.
74 For 1 minute per caster level, the skin of all creatures within close range of the caster becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the creature. A successful Fortitude save negates this effect.
75 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
76 An area out to close range of the target of center of the target area is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
77 Any metal armor the caster is wearing is changed to mithril for 1 day per caster level.
78 Creatures within close range of the target or center of the target area must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, spark cantrip, fire geomancing of the Nature sphere, Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
79 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
80 (Combat) Caltrops cover the ground out to medium range of the caster for 1d4 rounds.
81 All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
82 All creatures within close range of the target or center of the target area must succeed on a Fortitude save or be transmuted into stone per the Fleshcraft advanced talent for 1 round.
83 The effect fails and the action is lost. Spell points or spell slots are lost.
84 For 1 minute per caster level, the caster’s skin becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the caster.
85 For 1 minute per caster level, the ground within close range of the target or center of the target area is transmuted to steel.
86 The ground within close range of the target or center of the target area is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect.
87 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
88 As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire.
89 (Combat) The caster is dazed for 1 round.
90 (Combat) The caster is nauseated for 1 round.
91 For 1 minute per caster level, the ground around the target or center of the affected area is transmuted to flowstone.
92 Random Tiny objects of any material the caster can create cover the ground out to medium range, making the area difficult terrain until they disappear 1d6 rounds later.
93 An area out to close range of the caster is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
94 (Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to silver for 1 minute per caster level.
95 All creatures within close range of the target or center of the target area have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather, increase the ACP by 2. The wood has hardness 5.
96 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
97 A lump of flowstone with a mass equal to twice caster level pounds appears in the target’s space or in the center of the target area. This flowstone disappears after 1 minute per caster level.
98 (Combat) The ground around the caster out to medium range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC.
99 The effect fails and the action is lost. Spell points or spell slots are not lost.
100 Any metal armor the caster is wearing is changed to iron for 1 day per caster level.

Rules Clarifications

What Exactly Can You Create?

The Creation rules listed in Spheres of Power gives the following definition of what cannot be created:

“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.).”

This clause is intended to prevent a Creation sphere user from simply conjuring a legendary herb from nothing and negating an entire quest line or creating free versions of otherwise costly alchemical weapons, but otherwise leaves much up to GM fiat when deciding what can or cannot be created.

In order to clarify what exactly can and can’t be created, please see the following expanded definition:

“You normally cannot create alchemical concoctions, poisons, or materials that deal damage on contact. Treat creating items with unique properties like creating complex items. Special, non-magical herbs and plants, such as wolfsbane, or the night tea plant, can be created by making an appropriate Knowledge (nature), Profession (botany), or similar skill check, subject to GM discretion, as long as the DC does not exceed 15. More common or simple things require no skill check. Similarly, creating items that require specific knowledge can be done if you have the relevant knowledge, so long as the DC does not exceed 15. You may even attempt to gain this knowledge as part of the create attempt in certain circumstances, for example, you may try to create a key to a specific lock by making a Disable Device check at the lock’s DC at the time of casting.

If you possess Exquisite Detail, you may create rarer and more unique materials, removing the DC 15 limitation on skill checks to create such objects. The bonus granted by Exquisite Detail does not apply to these checks but is added to the DC of Appraise checks to notice that they are magically created.” It is recommended that for simple things, like the wolfsbane herb, the skill DC be set to a base of 10, +1 for every 5 gp of the item’s price until DC 20.

Items which normally cost more than 50 gp should instead have a DC 20 +1 for every 200 gp of its base price. These DCs are subject to GM discretion and should be revised as necessary. Intrinsically magical materials, that is to say materials which qualify as magical items, can never be created.”

Anchoring Objects

When creating objects you may choose to have the object stand alone, able to be moved or fall over normally, or anchor it to an adjacent, unattended object. In this way you could create a bridge anchored into two sides of a canyon, iron bars anchored into a castle hall, or a nice dinner that can’t be easily separated from its table. Separating a creation anchored to another object requires a Strength check with a DC equal to the break DC of the weaker object.

Creation and Artifacts

Artifacts are incredibly powerful magical objects, and as such, even with Potent Alteration, are difficult to affect. Minor artifacts can be damaged as normal by destroy, but they cannot be destroyed nor can their form be changed. Major artifacts are entirely immune to the Creation sphere effects unless the conditions for their destruction have been met.

Creation and Dismissal

When maintaining a creation through concentration, dismissing the object is as simple as ceasing to concentrate. When a created object is maintained through any other means, it may be dismissed as a standard action as if it were a spell with a duration marked with (D) with the exception of instantaneous creations which persist without continued access to magic and cannot be dismissed. When dismissing objects created with Divided Creation you may dismiss any number of them with the same action.

Creation and Duration

The following new ability should be added to the Creation base sphere:

“When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration.”

Wiki Note: This has been added above.

Creating Multiple Falling Objects

When using Divided Creation to create a multitude of objects, each may be created in a single square so long as there is space for them. When dropping objects, however, each must be targeted at a different square (unless the objects are Tiny or smaller, in which case up to 4 may target a single square).

A creature may be targeted only by as many falling objects as could target any square(s) the creature occupies (a Medium creature can only be targeted by 1 Small or larger object, a Huge creature by up to 9, etc.).

Creating Slippery or Dangerous Terrain

Although you cannot create objects directly onto a target, you can create objects immediately around them. This includes creating materials directly underneath a target’s feet.

If you create a hazardous substance directly under a creature such as grease, ice, or acid, the creature is automatically entitled a Reflex saving throw using the same saving throw DC as the save to avoid being encased. Success indicates that they suffer no effect from the hazardous terrain in that square until the end of their next turn (attempting to move into or through other hazardous squares affects the target normally). Failure results in the target taking damage or falling prone as appropriate. Hazardous terrain created in this fashion functions as normal for its kind. For example, ice allows movement at half-speed without penalty but moving at greater than half-speed requires a DC 15 acrobatics check (increasing to DC 20 to run or charge), failure results in falling prone, while success by more than 5 allows you to move an additional 10 ft., but leaves you flat-footed regardless of success or failure until your next turn.

Creating Very Small Objects

When creating items smaller than Small size, you can make more of them than normal. You may make 2 Tiny objects, 4 Diminutive objects, or 8 Fine objects in place of a single Small object. This does not allow the creation of multiple objects with a single usage of create without Divided Creation or a similar ability.

Dropping Objects

Dropping an object on a creature via the Creation sphere is similar to dropping an object on a creature via a catapult or trebuchet. The following rules are appropriate when handling falling objects.

Additional damage such as enhancements bonuses, acid coatings, etc., do not have their damage multiplied or divided by hardness or falling distance.

When dropping an object on a target that is at least two sizes bigger than the object, the falling object targets normal AC rather than touch AC.

When dropping an object on a target that is no more than one size bigger than the object, the falling object behaves in many ways like a splash weapon, as explained below. In this case, the falling object targets touch AC. When dropping a Large object, the object deals half damage as ‘splash damage’ to all targets within 5 ft. of the target space (Reflex save negates). This radius increases by 5 ft. for every size category above Large for the falling object.

You may target a square instead of a creature (provided the creature inside that square is not at least two sizes bigger than the object), in which case the object deals splash damage to any creature inside that square as well (Reflex negates).

If the falling object misses the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the attack, with 1 falling short (off-target in a straight line toward the caster), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the drop. After determining where the object landed, it deals splash damage to all creatures within the attack area.

Creatures 3 or more sizes smaller than the object that fail their saving throw against a falling object’s splash damage become buried under the object or its rubble. Treat this as a cave-in with the following adjustments;

Buried creatures are pinned, prone, and have full cover so long as they remained buried. As a standard action, a buried creature can attempt to free himself with a DC 25 Strength check or a DC 30 Escape Artist check. Failure by 4 or less reduces cover by 1 step and the DCs by 2. Failure by 5 or more undoes progress, increasing the DCs by 2 but does not restore cover. Each failure stacks.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead. Creatures who have less than improved cover are not buried and have no risk of suffocation but are still pinned until they dig themselves out or are rescued.

Characters who aren’t buried can dig out their friends. They may make a Strength check as a standard action against a buried target’s DC, with the same results on a failure. Alternatively, they may attempt to clear stone slowly and carefully. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-ft.-by-5-ft. area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand.

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