Kryx RPGThemesMonsters

Creation

Creation is the art of making new objects, whether from the materials of the world or out of thin air. The Creation theme focuses on a variety of creation, utility, protection, and control, with some piercing and slashing damage.

Spells from the Creation theme allow you to repair objects, fabricate objects, create clouds and walls of blades, cover areas with slippery grease, instantaneously forge hooks and armors, restrain creatures in bindings of iron, build shelters, create materials out of nothing, restore the function of broken objects and constructs, and build a whole fortress in under a minute.

Power Sources

Arcane

Table of Contents

Creation concoctions

1 minute/catalyst

As an action, you can create this vial of oily grease. As an action, a creature can throw the vial at a point within 9 meters. Slick grease covers the ground in a sphere twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

If any fire touches the grease, it ignites. When a creature enters the burning area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 1d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start

1 hour/catalyst

As an action, you can create this vial of sticky black unguent that is thick and heavy in the container, but flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1.5 meters of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

Creation spells

As you spend 1 minute to cast this spell, you repair a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object such as a broken key, a torn cloak, or a leaking wineskin.

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1.5 meters, other than you, must succeed on a Reflex saving throw or take 1d6 force damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 minute/mana

As an action, you fill the air with spinning daggers in a 1.5-meters cube within 18 meters. A creature must make a Reflex saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 6d4 for each additional mana expended.

4 hours/mana

As you spend 1 minute to cast this spell, you forge a suit of armor from physical material in the surrounding area such as dirt, wood, plants, or metal. The armor is molded for a specific creature and that creature is automatically proficient with it. The armor provides a Defense of 13 + the wearer’s Dexterity (max 4).

1 minute/mana

As an action, slick grease covers the ground in a sphere twice as big as normal centered on a point within 18 meters and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

If any fire touches the grease, it ignites. When a creature enters the burning area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 1d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

As an action, an object or construct creature up to 0.55 cubic meters within 9 meters regains an amount of health equal to 3d8. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Augment

You can increase the healing by 4d8 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within 35 meters and lasts for the duration. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw. A creature takes 3d8 slashing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 1d8 for each additional mana expended.

5 minutes/mana

As an action, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you take when you are hit by an attack. The attacker must make an additional attack roll and use the worst result and the duration changes to 1 minute/mana.

As you spend 10 minutes to cast this spell, you convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within 35 meters. You can fabricate a Large or smaller object (contained within a sphere), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 1.5-meters cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

(ritual); 4 hours/mana

As you spend 1 minute to cast this spell, a sphere twice as big as normal in the shape of an immobile dome of physical material from the surrounding area such as dirt, wood, plants, or metal is formed around and above you and remains stationary for the duration.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

The dome is an object that can be damage and thus breached. It has 12 Defense and 15 Health per 3-meters section. Reducing a 3-meters section of wall to 0 health destroys it.

M (powdered adamantine worth 500 sp, consumed)

As an action, you restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

Some campaign settings use “timeworn” to describe items that are “worn or impaired by time”. A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all health damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full health, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

M (ruby worth 500 sp, consumed)

As you spend 1 minute to cast this spell, a fortress of stone erupts from a square area of ground of your choice that you can see within 1.6 kilometers. The area is 35 meters on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 6 meters on a side and 9 meters tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 25 meters long, creating an enclosed area. Each wall is 30 centimeters thick and is composed of panels that are 3 meters wide and 6 meters tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 15 meters on each side, and it has three floors with 3-meters-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 1.5 meters on each side. The floors of the keep are connected by stone staircases, its walls are 15 centimeters thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 3-meters-by-3-meters section of stone has 15 Defense and 30 Health per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 health destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick