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Creation spells

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A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

List of Creation spells[edit]

Name Description Classes
Alc Art Brd Clr Drd FvS Pal Rgr Sor Wiz War
AcidFog.png
Acid Fog A billowing mass of misty vapors causes several effects:
  • Slows movement (~-5%).
  • Obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance).
  • Deals 2d6 acid damage every 2 seconds to targets within the cloud.
  • Enemies within this cloud also suffer a -4 penalty to their armor class.
Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidRain.png
Acid Rain You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Cloudkill.png
Cloudkill A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud, or inflicting damage on stronger targets:

Additionally this fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). This portion of the spell affects all enemies, including red and purple named.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Cometfall.png
Cometfall You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 1d6+3 points of bludgeon damage per caster level (Maximum 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half.

Duration: 8 seconds for the knockdown portion, allows a re-ocurring balance check every 2 seconds to get up, DC equal to the spells DC.

Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Evard's Black Tentacles.png
Evard's Black Tentacles Conjures a zone filled with many rubbery black tentacles for 10 seconds. While inside the zone, enemies are Slowed (no save). Every 2 seconds, enemies within the zone must make a successful Strength save or become Entangled by the tentacles for 10 seconds. All enemies within the zone take 1d4 Bludgeoning damage per caster level (Scales with Force/Impulse Spell Power) every 2 seconds as the tentacles try to grab them, and an additional 1d4 per caster level if Entangled. A successful Fortitude save reduces the damage by half. Tentacles may continue to hold enemies after the zone fades, though they will not deal damage. Icon Feat Past Life Warlock.png
FogCloud.png
Fog Cloud A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance due to creatures enhancement bonus to concealment). Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Glitterdust.png
Glitterdust A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible or stealthy creatures (-40 to Hide checks to any creature covered by the dust, and visually affects party members). A successful will save negates blinded. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Grease.png
Grease Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. Icon Feat Past Life Artificer.png Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SleetStorm.png
Sleet Storm Driving sleet blocks all sight (Attackers are Blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 25%. Also creates a slippery icy surface, which prevents creatures from tumbling or jumping while within it.

Additional, every 6 seconds all creatures within must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds, also allows a recurring balance save every 2 seconds to get up if knocked prone. The DC never scales and remains at 10 regardless of who casts the spell.

Icon Feat Past Life Bard.png Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Smoke Bomb.png
Smoke Bomb Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds. Icon Feat Past Life Alchemist.png
StinkingCloud.png
Stinking Cloud Stinking Cloud creates a bank of fog like that created by Fog Cloud, except that the vapors are nauseating. Living creatures in the cloud become Nauseated. A successful Fortitude save negates the Nauseated condition. This condition lasts as long as the creature remain in the cloud, and offers a recurring save every 6 seconds to negate the effects.

Nauseated creatures experience stomach distress. They are unable to attack, cast spells or do anything else requiring attention. The only thing a Nauseated creature may do is move about.

The cloud also obscures sight, giving all creatures in the fog concealment. Attackers have 20% miss chance. This occurs regardless of if the creature makes it's fortitude saving throw.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Web.png
Web Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs.

Enemies in the web’s area must make a Reflex save. If the save fails, the creature is Entangled and can’t move until they either make their Strength check, or the duration expires. The Reflex save must be repeated each time a creature enters the web.

Enemies that make their save gain 6 seconds of web immunity, but after that will need to make a new save if they leave and re-enter the web. The buffs Freedom of Movement and Fire Shield will make you immune to this spell.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png