Creation Spells

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A Creationist is someone who can create weapons, armor, and minor items for the caster to use as if they were the real thing. Creating weapons and armors are all separate spells, so creating a dagger is different than creating a bow. The bow spell and the dagger spell are two different ones that can be leveled up separately. Any base weapon can be created with relative ease. Armor is separated into three different spells that corresponds to each armor type, light, medium, and heavy. Shields are a different spell too. This allows a character to carry less and create the items they need when they need it.

The duration in which weapons and items last is indefinitely except in a few cases. When a piece of armor is created, it lasts until the ST reaches 0 or the caster takes off the item. Weapons leave when they are broken or the caster is disarmed. The caster can sheath a weapon however once it leaves the character's possession (ie: given to another character, etc) it dissipates. Items and arrows last until they either strike a target, are used for its purpose, or misses. For example arrows that are fired out of a bow will destroy themselves after they hit a target or the strike misses. A thieves pick will stay active till it is used for its purpose or given to another person.

It normally takes a standard action to create an item such as a sword or armor. However the caster can increase his spell haste. At level 10 of the skill Creation, the caster can create an item as a move action and at level 25, he can create an item as a free action however he can only create a maximum of one item on his turn.

Creation spells are separated into three categories of spells.

Contents

[edit] Weapon Creation

Weapon Creation spells allow an illusionist to create a certain base weapon for each WP. When upgrading, the character can upgrade base damage. The character must still be proficient in order to use the weapon with finesse (IE: the character gains no bonuses to strike even with a created weapon. The bonus to strike and parry is still based on the character's skill with that weapon). The weapon stays active per the duration listed on the Creation skill. Weapons weigh and look like the real weapon based for the caster. Ranged weapons do not come with ammo, those must be created with another cast. Increasing a weapon in level costs SP per level like normal spells. All weapons and armor types are separate spells and require all separate casts. So if a character wanted to create two daggers, they would have to be cast on two separate casts. Every time a weapon spell is increased in level, the character gains a +2 damage with that weapon. Each weapon has its own SP cost. The base PE cost is 100 and the base CAST DC is 10. The CAST DC increases by +1 per level of the weapon spell like all other spells.

Axe Creation
Blow Gun Creation
Bow Creation
Cestus Creation
Club Creation
Crossbow Creation
Dual Weapon Creation
Flail Creation
Hammer Creation
Katar Creation
Long Sword Creation
Mace Creation
Mallet Creation
Medium Sword Creation
Nunchaku Creation
Polearm Creation
Rod Creation
Scythe Creation
Short Sword Creation
Sling Creation
Spear Creation
Staff Creation
Throwing Creation
Two handed Creation
Whip Creation

[edit] Armor Creation

Creationists can also create armor that is as real as the actual armor but still has the limitations as the weapons. It can be made to look like any suit of armor from each type with a base AC and ST that can be upgraded like weapons. When first cast, the caster chooses what Armor creation spell he wishes to use, light, medium, or heavy. Each armor type is its own separate spell.

The three types of spells for Armor creation are as follows:

Light Armor Creation
Medium Armor Creation
Heavy Armor Creation
Shield Creation

[edit] Item Creation

A creationist can make minor items such as firewood, small carrying pouches, a minor healing kit, light bullets, a candle, or other such items. Minor items cannot create coins or money of any kind but can create small meals that are bland in flavor.

Ammo is created by a quantity of 10 per single cast. For expending 5 PE, a character can create a bronze bolt or a stone bullet. It costs 10 PE for any type of arrow, except stone biter arrows, silver bolts, smooth bullets, and needle darts. For 15 PE a character can create stone biter arrows, gold bolts, jagged bullets, and needle darts.

[edit] Creation Enhancement

Lastly, a creationist can summon weapons and armor with enchanted properties already on them. For example a creationist could create a flaming longsword, or a piece of armor enchanted to resist nature! To add such a enchantment, the creationist must spend skill points and learn the spell to do so. The caster can only choose one enhancement per weapon, so a weapon being created could not be enchanted as a Flame and Toxic weapon. The PE cost is added to the item being created and the CAST DC is added as well since the spell becomes harder to cast.

Flame Enhanced - Adds bonus damage or resistance that is Fire
Toxic Enhanced - Adds bonus damage or resistance that is Nature
Sleet Enhanced - Adds bonus damage or resistance that is Ice
Coal Enhanced - Adds bonus damage or resistance that is Earth
Binary Enhanced - Adds bonus damage or resistance that is Cosmic
Night Enhanced - Adds bonus damage or resistance that is Dark
Shine Enhanced - Adds bonus damage or resistance that is Holy
Volt Enhanced - Adds bonus damage or resistance that is Electric
Meta Enhanced - Adds bonus damage or resistance that is Psychic
Plasma Enhanced - Adds bonus damage or resistance that is Super Force
Visage Enhanced - Adds bonus damage or resistance that is Illusion
Kinetic Enhanced - Adds knockback bonus to weapons
Blood Enhanced - Adds bonus damage to weapons that drains life to the caster
Purge Enhanced - Adds bonus damage to weapons that drains PE to the caster
Material Enhanced - Reduces ST damage done to created armor
Briar Enhanced - Damage done to caster's armor is reflected back
Prismatic Enhanced - Adds a small amount of elemental damage or resistance

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