Creation Magic

Character Level Forms and Form Modifiers Bonus Talents Special
1st-2nd 2 1 Encapsulated Spells (5 base/10 double cost), Focused Magic, Base Encapsulation Cost
3rd-4th 3 2 Reinforcement +1, Ammo Crafter 3
5th-6th 3 3 Favored Weapon +1
7th-8th 4 4 Inherent Artifact, Encapsulated Spells (10 base/15 double cost)
9th-10th 4 5 Reinforcement +2, Ammo Crafter 6
11th-12th 5 6 Favored Weapon +2
13th-14th 5 7 Magazine 6, Encapsulated Spells (15 base/20 quadruple cost)
15th-16th 6 8 Reinforcement +3, Ammo Crafter 9
17th-18th 6 9 Favored Weapon +3
19th-20th 7 10 Inner World: Land of a Thousand Weapons

Encapsulated Spells – Rather than actively working magic into shape to cast a spell, you instead pre-shape it.  By directing the energy into a pre-built form, you are able to prepare a wide variety of magic for use ahead of time by expending material resources in the process.  This is an expensive process, the cost of which is dependent on the form being used.  Creating an encapsulated spell takes 1 hour per spell.  When activated, Encapsulated Spells function as you had gotten a 5 on the d20 to roll your Magery check.  By doubling the creation cost, this is improved to a 10.  At level 7 this improves to a 10 normally, and a 15 with doubled cost.  At level 13 this improves to a 15 normally and a 20 with quadrupled cost.

Base Encapsulation Cost – Base Encapsulation Cost is the cheapest you can encapsulate a spell for – essentially, it is the cost for the spell itself without any form or form modifiers.  Base Encapsulation Cost is equal to your Magery check modifier in whatever the predominant local currency is.

Forms and Form Modifiers – Forms are what physical shapes you can ‘cast’ a spell into.  Form Modifiers allow you to alter these shapes or the spells they encapsulate.  You begin play knowing two of these – at least one of which must be a Form.  At level 3 and every 4 levels thereafter you learn an additional form or Form Modifier.

  • Forms
    • Ammunition – Ammunition represents spells cast into the forms of bullets (cartridges or balls), arrows, crossbow bolts, and the like.  These are designed to be fired out of a weapon, and each of the subtypes of Ammunition forms vary in how they work and how much they cost
      • Equal – Equal ammunition is actually a blank cartridge, and is only usable with bullets.  Technically the round doesn’t even need to be a proper blank, it could just be a musket ball or empty shell casing.  Equal activates the spell and you choose its target as normal for the spell.  Equal form costs five times the cost of the ammunition you are making the spell into, plus your Base Encapsulation Cost.
      • Minus – Minus deals no damage to the target, and instead applies the effects of the contained spell effect to them with a successful ranged attack.  This is useful for distributing helpful effects from range.  Minus form costs 7.5 times the cost of the ammunition you are making the spell into, plus your Base Encapsulation Cost.
      • Plus – Plus deals the normal damage for the ammunition and affects the target with the contained spell effect with a successful ranged attack.  Spells that activate from range ignore the range and affect the target damaged by the ammunition as normal – if the Magery check of the encapsulated spell would allow it.  Plus form costs 10 times the cost of the ammunition you are making the spell into, plus your Base Encapsulation Cost.
    • Grenade – Grenade represent spells designed to be thrown (grenades for a grenade launcher can be made via Ammunition forms, but they only affect a target directly hit by them).  They can look like actual grenades, fragile flasks of liquid, large bouncy balls, pieces of paper, or the like.  When thrown, they function as a simple thrown weapon.  Grenade-form encapsulated spells cost triple your Base Encapsulation Cost.
    • Liquid – Liquids are designed to be applied directly to an object or consumed by a user.  Applying or consuming a liquid is a standard action.  Unlike slap-patches, liquids can be used on a range of targets instead of just living ones.  Liquid-form encapsulated spells cost double your Base Encapsulation Cost.
    • Slap-Patch – Slap-Patches are applied directly to exposed skin of the target, be it the target of a hostile or helpful effect.  They require a successful melee attack as a standard action to apply to an unwilling target, or a move action to apply to yourself.  In either case, the target must have exposed skin.  Slap-Patch encapsulated spells cost your Base Encapsulation Cost.
    • Tattoo – While tattooed encapsulated spells do not actually require tattooing the subject of them, they do appear as patterns on the skin of the target.  They can only be applied to biological, sentient targets, and can only contain spells which have a target of “You” and are activated with whatever action the spell normally takes (even if that is a Reaction).  Tattoo encapsulated spells cost 15 times your Base Encapsulation Cost.
    • Trap – Traps are a non-mobile Form, instead being a single Square enchanted with the spell.  The spell triggers when someone other than you enters that square.  You can exempt a number of other entities from triggering the spell equal to your level, but they must be present when you create the trap.  Trap-form encapsulated spells cost eight times your Base Encapsulation Cost.
  • Form Modifiers
    • Delayed Effect (Valid For: Ammunition [Minus], Ammunition [Plus], Liquid, Slap-Patch, Trap) – This delays the effect of the encapsulated spell for a number of rounds up to your character level.  You choose the delay when you are crafting the encapsulated spell.  Once it is set, it cannot be changed.  This modifier doubles the Base Encapsulation Cost of the encapsulated spell.

Bonus Talents – As you level, you gain bonus talent slots that can only be used on talents from the Creation Magic and Magic Item talent trees.  Note that you do not qualify for the Magic Bullets and Advanced Magic Bullets talents, but you can duplicate these via the Ammunition encapsulated spell Form.

Focused Magic – When you learn a spell via Magery Training, you do not add it to your spell suite – you instead add it to your repertoire of spells known for Encapsulated Spells, and you instead add a use of the Creation spell to your spell suite.  You gain no benefit from learning a spell multiple times via Magery Training, so choosing one multiple times is not a good idea.

Reinforcement – Part of what you have learned about the process of turning energy into matter can be applied to things beyond simply creating objects.  By spending a standard action, you can enhance an object to be more useful for its given purpose.  If it is a weapon, it provides the listed bonus as a bonus to attack or damage (your choice) equal to 1/5th your level.  If it is an item that boosts a skill check, the bonus increases by double the listed bonus.  Armor affected by Reinforcement increases any defense bonus and/or damage reduction it provides by the Reinforcement bonus.  Reinforcement can only be applied to skill-boosting equipment, melee weapons, and armor.

Ammo Crafter – By spending whatever action it would normally be to reload a ranged weapon you are using you can create ammunition inside the weapon’s magazine.  This ammunition can be any type of mundane ammunition, but it cannot be an ammunition-form encapsulated spell.  The amount of ammunition that you create is equal to triple your Reinforcement bonus (3 pieces at level 3, 6 at level 9, and so on).  Ammunition created by this method immediately disappears and is lost if it leaves the weapon in a manner other than being fired.  This cannot be used to create the following ammunition types: Anti-Shield, Explosive, Grenade arrows, or Shock Rounds.  Additionally, it cannot be used to create grenades or any form of guided missile ammunition.

Favored Weapon – Choose one weapon that you are proficient with.  When you create one of these weapons with Creation, you gain the listed bonus to attack and damage with the weapon.  Unlike a normal use of the Creation spell, you can create this weapon even if it normally could not be created by the spell (such as if it was a technologically advanced object).  In the case of technologically-advanced weaponry, you must have purchased the weapon and ‘attuned’ yourself to it – this deconstructs the weapon and essentially lets you ‘remember the pattern’ for it.  If your favored weapon is a melee weapon, it is automatically affected by your Reinforcement ability.  If it is a ranged weapon, using Creation to create it also automatically activates your Ammo Crafter ability.  When you use Creation to make your favored weapon, you can sacrifice one of your encapsulated spells (which must be a portable form – not a Trap) in the process – this provides the weapon the effects of the Strike Boost spell for a number of rounds equal to half your level.

Inherent Artifact – Unlike most mages who dabble into the field of Creation, you can manage the pinnacle of the art from an early stage – but in a limited form.  When you reach level 3, choose one Artifact – you effectively have the Artifact Crafter talent, but can only use it to create this one Artifact.  You do not need to have seen the Artifact in use.  However, when you create this artifact the duration of time it remains created for is equal to a number of rounds equal to your character level, rather than one-quarter your character level.  Unlike the normal use of the Artifact Crafter talent, you can use Dual Crafter to make a second copy of the Artifact, instead of a second distinct Artifact – if you do not have the Artifact Crafter talent you must make a second copy if you are using Dual Crafter.  You can still take the Artifact Crafter talent normally once you qualify for it.  Inherent Artifact automatically gains the benefits of Reinforcement, and is created in its evoked (but not Activated) form like a device created by the Device Crafter talent.

Inner World: Land of a Thousand Weapons – Effectively, this is categorized as a True Incantation.  However, it is only available to users of the Creation Magic discipline, there exists a separate, more ‘proper’ True Incantation originating from Creation spirits (Forgotten Blacksmith: Artisan of the Ages).  Unlike most True Incantations, however, every user effectively has their own name for it, and their own incantation of choice.

  • Casting Time: Ten Move Actions (taken consecutively or not)
  • Duration: 1 round per character level
  • Nonlethal Damage: 4d8
  • Magery Check: 30
  • Origin: N/A
  • Spirit: Creation
  • This true incantation essentially ‘temporarily overrides reality’ within a 30-square radius around the caster.  While within this area, the caster’s Creation spells are reduced to a free action, and their encapsulated spells are not consumed while used within this area.  Meanwhile, characters hostile to the caster find their magic impeded, suffering a -10 penalty on all Magery checks while within the area.  The area is isolated from the outside, effects from inside cannot pass out, and vice versa. 

Epic Space Adventures Abound!