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Create Element

Magic Points:

2
Range:

90'
AoE:

1' cube
Cast:

1
Duration:

Permanent
Damage:

NA
Occutism:

10%

Description:

When an occultist casts a Create Element spell one square foot of the selected element is generated for every infused Weave. The conjured element is pure and emblematic of its type: water is clear and potable, fire bright and blazing, air sweet and chill, and earth produces either rich topsoil, suitable for planting, sand of the finest grain, or rock of surpassing hardness. The created element can be dispelled within a segment of its creation; otherwise, its magic fades, and the summoned element is permanent.

The reverse of the spell, Destroy Element destroys a like quantity of the targeted substance, obliterating it without a trace (no vapor, dust, or ashes).

Note that elements can neither be created nor destroyed within a creature. Storytellers should be prepared to call for STR or CON checks on characters attempting to lift or carry these substances, as they can be surprisingly heavy. For example, a cubic foot of water weighs approximately 64 pounds, a cubic foot of topsoil, 45 pounds, and a cubic foot of sand 95 pounds. Carrying air would be a challenge, but if characters create air while underwater, it will form an impressive bubble before rushing to the surface. Generous Storytellers will let a caster get a full lungfull of air during the summoning segment. If the caster traps the air in a container, remember 1 cubic foot of air has 62 pounds of lift. Anyone trying to carry a foot of blazing fire must roll a DEX check with 1R Advantage or suffer 1d4-1 HP of burns.

If not contained correctly water will spill or evaporate, air will disperse, fire will go out (contained in this sense means supplied with fuel), or earth will pour over the local surface making a mess. Storytellers should apply logic and thematic necessity to any of these outcomes.