Create

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The create arcana creates objects out of nothing. While this can be incredibly blatant and obviously magical, it doesn't have to be. Just keep a sealed package from ACME around and create what you need inside it.

Objects can never be created in such a way as to be immediately dangerous — you cannot create a steel plate over a creature to crush it, though you could create propped up on the ground, then try to tip it over. You cannot create objects on unwilling creatures. If you attempt to trap a creature inside a large created object like a cage, it receive a Reflex save to avoid being trapped. If the object is huge, like a cage the size of a house, the creature is not allowed a reflex save unless it is near the edge of the area.

Creation Limitations and Options

You can create substances and energy instead of solid objects. Determine the cost of creating these things by finding the cost of an object that could create them. For example, a beam of light could be produced by a flood flashlight (Purchase DC 6), so Create 4 could create a beam of light. The smell of lilacs could be created by a candle (Purchase DC 2), and a large fire could be created by a slick of oil and a match (Purchase DC 4).

You can create objects that cannot normally exist without magic, as long as a roughly equivalent object could be created. Thus an airplane made of paper sheets would be as easy to create as a normal plane, and a wall of fire would be as easy to create as a complex array of flame-throwers aimed to create a barrier.

However, this spell does not allow the creation of magic items at all (i.e., you cannot use Create to bypass the need for other spells). Electronic devices are also unavailable, unless a specific tradition explicitly says otherwise. Some traditions cannot even create mechanical devices more complicated than wagons.

Created items vanish when the spell’s duration ends. If created food was consumed, creatures suddenly become hungry, and if created nails were used to hold together a structure, the structure will likely fall apart. Objects created permanently with the Craft Permanent Spell feat can be used as food, integated into other objects, etc., just as if they were normal objects.

Objects Without Purchase DCs

Some objects do not have Purchase DCs, and have costs the average person is unfamiliar with. For example, creating a steel cage to trap someone, or a zip line to swing down, or an air cushion to land on when you jump off a building all are useful items, but have relatively obscure costs. Generally assume most objects have a base material cost of Purchase DC 2, and anything of strong metal has a base Purchase DC 5. Increase this by +1 if the item is Small, +3 if its Medium, +7 if Large, and +15 or more if Huge or larger.

Thus, a large steel cage would have a Purchase DC of 12, a 40-ft. zip line would be the equivalent of Purchase DC 9 if coiled up, or Purchase DC 17 if you wanted it strung up and ready to use, and a huge air cushion to break your fall might have a Purchase DC of 23.

Create Enhancement

Table: Create Costs
Purchase DC Level Cost
1 +1
2 +2
3–4 +3
5–7 +4
8–10 +5
11–13 +6
14–16 +7
17–19 +8
20–22 +9
23–25 +10
26–28 +11
29–31 +12
32–35 +13
36–39 +14
+4 Additional +1
  • Create Object (+1 or more). You can create one or more objects or effects that could be created by objects. Created objects are obviously magical; for example, they may tingle to the touch or glow slightly. They can be no more directly damaging than natural fire (you can’t create an explosion, but you can create dynamite), and must have at least some physical aspect (you can create water, a sword, dim light, fire, or the smell of lilacs, but not ‘goodness’). Use the following table to determine how expensive of an item you can create. Determine the item’s purchase DC as if you had all the necessary licenses.

No real items have Purchase DC 1. This simply represents free items in small quantities no larger than a foot across, like a piece of wood or a small rock.

To create multiple items, take each pair of two items with a Purchase DC within 2 of each other and treat them as one item with a Purchase DC 2.5 higher than the more expensive of the original pair. Once you have combined as many like-costed items as possible, add up to +1 to the highest Purchase DC if there are any items within 2 points of the highest Purchase DC, then round up.

Alternately you can use the price guidelines for Purchase DCs to determine how much the total of all the items would cost, and then figure out what is an appropriate Purchase DC for that cost.

For example, you want six guns with Purchase DCs of 14, 15, 18, 18, 19, and 22. Combine the 14 and 15 into a single 17.5, and combine the two 18s into a 20.5. This leaves you with 17.5, 19, 20.5, 22. Combine the 17.5 and 19 into a 21.5, and combine the 20.5 and 22 into a 24.5. That leaves you with 21.5 and 24.5. The 21.5 is more than 2 points away from the 24.5, so you add nothing. Round up the 24.5 to get the final effective Purchase DC of 25.

See Also

Modern Horror

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