You give birth to a creature on an unoccupied place within sight by sacrificing an amount of mass equal to the mass of the creature you are creating. The mass must be in an otherwise unoccupied space and mustn't be attached to anything. It can, of course, still touch stuff like the ground, for example, but it mustn't be stuck. If the mass is stuck, the stuck amount of mass will not take part in the birth spell. You can freely use whatever type of mass/material you want to use, but you can't mix two types. If you, for example, have some wet earth, you wouldn't use both the earth and the water. The spell will automatically choose the most mass, and if any mass isn't used in the birth, the leftovers simply fall to the ground beneath the newborn creature. The mass must also be able to fit inside a 1000-feet cube.
The creature you create cannot have a higher difficulty class/level than your own level, although it can obtain a higher difficulty class/level by obtaining experience through adventure and living, just like anyone else after birth (discuss with your DM what stats would be reasonable for your creature depending on the difficulty class/level you give them at their birth. You could, for example, use a d20 to determine if they end up especially strong or surprisingly weak compared to their difficulty class/level).
When it comes to the creation of the creature, you can create it just as you want. You can create a creature from an existing race (for example, an elf). You can create a mix between already existing creatures (for example, a lion and a harpy). You can create a creature that is partially inspired by another creature but also is created from your imagination (for example, half goat and half something you made up). Or you can let loose and create a completely new being that has never been seen before. There are no limits to how many traits, strengths, and abilities you can give the creature, provided you don't make it stronger than your DM allows compared to its difficulty level/level or you exceed the amount of mass you have. If you need more mass than you have to complete the creature, the creature will be born incomplete, meaning it will be a cripple at best and dead at worst. If this situation occurs, roll a d20 or discuss with your DM to determine the result.
Remember that you are responsible for ALL of the creature's aspects, meaning that you have to take everything into account, including stuff such as personality and even the creature's ability to produce offspring. Again, if you don't take everything into account, the creature becomes incomplete. A creature without a nose, for example, might not have as high charisma as it was originally intended to. Of course, it is impossible to think of everything. You don't have to take every blood vessel, hair, or something else entirely impossible to comprehend into account. The spell automatically works out the details; you just have to have a basic understanding of what you want to create (this feature also applies to fabricated memories and personality and stuff). All in all, everything is up to you, but remember the laws of physics. You can't, for example, say that a creature is made of grass and is immune to fire damage unless a magical trait/ability gives a satisfying explanation (discuss with your DM what a satisfying explanation could be). Also, when you come up with the creature's abilities, you have to make it make sense. If a creature is, for example, good at holding its breath, it has to have lungs.
If you, for example, want your creature to be skilled with a sword, you must give it some experience on how to use a sword. That's right, my friend, you can share your experience and memories with the creature you are creating. You can even fabricate memories for the creature. You could, for example, make it believe that you raised it and gave it a happy childhood with the intention of making it more loyal towards you. The only limitation towards the giving of experience and memories is that you can't teach it something you don't know yourself. For example, you can't make a skilled archer if you don't know how to use a bow yourself. You can also choose not to give a creature any memories, experience, or personality traits at all. This will result in a creature as knowledgeable as an infant baby, which you will then have to raise. The creature will still be loyal towards you, though (the loyalty aspect of the spell will be explained shortly).
As for the creation of the creature itself, it goes like this: The mass/material flies up into the air (10 feet above the ground) and continues over to an unoccupied space within sight that you choose, where it starts shaping itself in your image, giving the creature thought and form. The mass/material changes into skin, flesh, bones, scales, eyes, and whatever else is necessary for the creation. You can't create armor and gear, though the creature is brought to life naked (of course, it can still have fur and stuff like that). When the creature is done forming (this takes about 5 minutes with complete concentration from the caster), it stays floating in the air for about ten seconds while all leftovers of unnecessary mass/material fall to the ground. After which, it slowly falls to the ground itself. Thereafter, an additional 5 seconds, give or take, pass before the creature wakes up (or dies if the spell was unsuccessful for some reason) alive.
The creature now born knows/believes only two things. The things that it was taught during birth (given memories, experience, and stuff) and additionally, it believes that the person who created it is friendly towards it. The creature doesn't know that it was born in this peculiar way (unless you specifically made sure it knew), but it does believe that you are its best friend/father/savior/lover or whatever makes you stand out as the most important thing in the world. For example, if you yourself are a male elf and you create a female elf, they might see you as a lover, while a created child might see you as a father. The relationship the creature thinks the two of you have is vastly based on the memories, personality, and so on they were created with. It is up to the DM what relationship the creature thinks it has with you, but the relationship has to be very positive towards you. No matter what, the creature is unbelievably loyal/friendly towards you to the extent where the creature would commit suicide at your command. The creature will also typically be very committed to defending your honor and life, even if it could cost its own life. If they are to do anything that hurts you, they will also typically overflow with guilt (this loyalty and respect is only shown towards you and no one else unless you specifically made it so that the creature would be loyal to other parties as well). To break this almost indefinite trust is almost impossible without the use of magic, and any spell trying to rewrite the creature's memories will have disadvantage. If it is a matter of a saving throw for the creature, it has advantage and a bonus of 5 to the roll.
Although there isn't really any magic or stuff that binds you and the creature, you are hit by a wave of affection towards it the moment you cast the spell. The amount of affection is equivalent to that of a mother/father and her/his newborn child, but you don't necessarily view the creature as your child. You could also end up viewing them as a friend, lover, pet, or something else entirely. This affection might also give you some advantages (the advantages are up to the DM if they occur) when it comes to succeeding in casting the spell as you wish for the creature to be born without any problems. Also, if you ever decide to hurt the creature, this affection will work against you strongly. If the creature ever dies, you will feel as if you have lost a dearly loved one.
If you are interrupted while casting this spell, the spell fails, the half-born creature explodes, and is instantly killed, and you, along with anyone else who is in a five-feet radius of you, have their hit points drop to 1 as a consequence of failing the spell (the creature that is being created might survive if the spell is almost complete. Consult the DM for how that would play out). Therefore, it is a good idea to cast the spell outside with plenty of space and only after checking the area for potential attackers and other disturbances.
Of course, this spell is very powerful in the sense that it basically allows you to create an army of super loyal soldiers, and it is, therefore, recommended that the DM makes some restrictions. Here are two ideas for restrictions that could be applied:
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The creatures created could be linked to your soul, putting additional stress on the soul. Therefore, there could be a DM-decided limit to creatures created by you before the strain on your soul would become too much and kill you. If a creature dies, there will, of course, be room for a new one.
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You absorb creatures into yourself, and you can only have a DM-decided amount with you in the real world. If you want to be with another one of your creations than the one/those that is/are in the real world with you, you will have to make them switch places with one/some of the others outside in the real world. The switching/summoning happens when birth is cast again, but instead of creating a new creature, you simply switch around the creatures you have already created (a creature absorbed remains in the same state with the same memories as it had before it was absorbed until it is re-summoned). If you create a new creature while the maximum amount of creatures is in the outside world with you, the new creature is simply absorbed the moment before it awakens/dies. In this way, you could switch between multiple companions but not have all out at once, and since you would need a level 9 spell to switch between creatures, you wouldn't just be able to summon one champion after another to fight for you. If you were to happen to die, all the creatures within you would then also die, but the one(s) in the real world would live. The creatures inside of you are in a state of slumber, and they don't age as time inside of you stands still. Finally, if you only have one creature (or not more than the DM allows), you would still be able to absorb it(them), but no other ones would come out before you re-summoned them (This could be handy in a situation where one of your creatures is about to die due to poison or something since time stops for them when absorbed by you).
The two proposals above are just suggestions; the DM can make any restrictions they want (or none if the DM is insane).
Take into account that since the creature stays with you indefinitely and doesn't disappear, they are basically just a new companion with a special background story. Therefore, using a character creation sheet to help you out with the creation of a new creature is not a bad idea. If you are creating one of the playable races, it is basically stupid not to use a character creation sheet (by the way, you control the actions committed by your birth spell-created creatures).
* - (Mass equivalent to the creture that you are creating. It can be anything really dirt, wood, water and so on. It dosn't matter.)Previous Versions
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