Create Life (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 6-20-11
Status: Complete
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Create Life
Necromancy
Level: Druid 9, Organic 9, Fleshcraft 9
Components: V, S, M, XP
Casting time: 8 Hours; see text
Range: Touch
Effect: Create One Living Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The lightning cracked overhead, and you place your hands over the grown body. With a thunderous rumble the body shook, breathing in its first breath. Muscles flexes, eyes fluttered... it's alive! It's alive!!!!

You have learned the secret to create actual living beings from raw materials and your own will. With it you can create a creature of a pre-existing species, or even develop your own species. The creature remains a living example of its kind and will live out its days as its own being.

Though the casting of this spell is 8 hours, the actual spell requires some preparation. If you are creating a new member of a pre-existing species, you must acquire an amount of biomass and preserve it within an alchemical solution costing 5000 gp. Bio-mass consists of any organic material of similar consistency to your desired creature, aka plant matter for plant creatures, meat and fur for mammals, meat and scales for lizards, and so forth. They do not need to be from the actual species, for example flesh from humans is suitable for any humanoid shaped vaguely mammalian creature. The bio-mass does not need to be alive or fresh, but it cannot be rotting so the use of gentle repose is common. Through a series of preparations the bio-mass is slowly transmuted into the body of the creature you are creating over the course of 2d4 weeks. When it is formed, you cast this spell to complete the process and give the creature life.

You can create a life form who has a CR of up to 1/2 your own HD. Creatures created in this way can be born at any age, but default to young adult. They are granted basic knowledge such as language, the ability to walk, and simple concepts but are otherwise new to the world with blank personalities which catch on and grow quickly. They start out friendly to their creator, but are under no control of them and have a free will of their own. They possess the elite array for ability scores (15, 14, 13, 12, 10, 8 before racial modifiers), and have no class levels. They are highly impressionable, with the initial bonding stage to figure out details such as names and their purpose occurring within the first 24 hours.

Alternatively you can create an entirely new species which does not yet exist. The process is the same as before, but is proceeded by research into seeing if the creature is a viable subject (up to DM discretion). Research takes 1d4 weeks of study on its own. If you create more than one member of this new species, they will be capable of reproducing. However, you require a stock of at least 70 creatures to create a genetically viable species which will survive without inbreeding issues.

Material Component: 5000 gp of various alchemical solvents and materials, 1 pound of biomass per pound of the creature

XP Cost: 250 xp per HD



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Eiji-kun's Homebrew (5204 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV +, S +, M + and XP +
Identifier3.5e Spell +
LevelDruid 9 +, Organic 9 + and Fleshcraft 9 +
RangeTouch +
RatingUndiscussed +
SchoolNecromancy +
SummaryYou have finally achieved it, the power to create true life through magic. +
TitleCreate Life +