
Viktyr Gehrig |

Given the existence of Animals like the Owlbear which were created by Wizards... yes, such magic exists. There simply aren't rules for it currently-- whether such an act is accomplished by a specific spell or an item creation feat or some Prestige Class ability.
Personally, since I supplement Pathfinder's spell magic system with a ritual magic system... I allow spellcasters to create life by researching a ritual specific to the kind of life they're trying to create. It's a slow and expensive process and has to be repeated for each new life-form, but the end result is a ritual that can be repeated endlessly as long as the spellcaster has access to sufficient raw materials.

Threeshades |

Given the existence of Animals like the Owlbear which were created by Wizards... yes, such magic exists.
Well i don't think that this process necessarily created the creature, maybe just fused two creatures into one, or magically crossbred and left the creation of the organism largely to natural processes.

Timothy Hanson |
I am sure a well placed Charm Person could create life.
What kind of thing are you looking for exactly? There is clone and simulacrum, those two things sort of create life. There are item creation feats that let you make golems and animate objects. Polymorph anything should do it, although it would not last permanently.

Tacticslion |
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Aaaaaaaaaactually... yes, there is. (Actually, there're two spells, but I'm going to presuppose you mean in Core for creating life, and the second doesn't create creatures of any kind.) Fake Edit: Ninja'd! Sorry it took so long for me to weigh in... I was kind of stumped for a bit.
The trick with Polymorph Any Object is that, unless you're okay with a short duration, you have to use it slowly and carefully, transforming a thing or things one step at a time, until you get up to the +9 or higher modifier.
You could theoretically start with grass, dirt, or even an inanimate lump of rock and transmute it into something else. Of course, depending on how real you want your life, some might take longer than others.
Let's say, for example, that you wanted to create a new, real, living, breathing race of humanoids. Further, let's say that you created your own demiplane (obviously the Greater version, with the the flowing time trait making time pass twice as fast!), and that's where you want to make them (you don't really have to, by the way... that's just an optional bonus to practically ensure a non-hostile work environment). Let's also say that you only had inanimate lumps of rock to work with. Well!
Incidentally, I'd recommend the minor positive dominant energy, and the enhanced magic (transmutation), morphic, mildly good aligned, and seasonal traits.
Above all of that, however, I'd recommend the bountiful and seasonal traits. This allows you to skip to step three.
First step: polymorph rock into another mineral; one that can support life. Repeat until you have "enough"; let's define "enough" as about eight hundred cubic feet for safety.
Second step: polymorph a small amount of the other mineral (or the excess rock, if you prefer and have enough) into a swiftly-replicating organic something (probably a fungus) that rapidly consumes mineral deposits in order to replicate, has a lifespan of 20 years, and can exist for that long in hibernation without food. This swiftly replicating something that you created won't last very long, but it doesn't need to, if it replicates in a time faster-that-twenty-minutes. Once it replicates once, you're set: just watch as it rapidly expands to fill your 800 cubic feet of stuff. Make sure its edible and tremendously healthy for mammals to eat.
Congratulations! You just created plant life (but not plant creatures)!
Third step: polymorph some of the fungus into a type of fungal growth that automatically shapes itself to look like a specific, rapidly gestating living creature with a random gender (note: don't turn them into plant creatures, because they'll be immune to polymorph!); based on this chart, let's go with a domestic white mouse (at 19 days, that's terrific!). But, polymorph only lasts a week, at best! And a human to marionette is the best approximation, here, and that only lasts for three hours!
Well, we're not done yet. Separate a bunch of the mice-fungi and transmute them such that they grow "fur" (basically just white fungus). Now, here's where we need to get tricky.
Step Four: Because the dead condition doesn't specify it, but the clone spell clearly treats the corpse like an object. So, we now change them into corpses. That's a +2 bonus for related, +2 bonus for same size, and a +2 bonus for same or lower intelligence... but all that is only a total of +6. Which, at best, nets us two days. And they're dead!
So how do we do this?
Well... here's where the really tricky part comes in: you stack your polymorph any objects, and stack them a lot. It will take quite a large number of castings, but at two days a pop, you've got it made. Because if you polymorph a fungus into a mouse corpse, you've got a mouse corpse for two days. If you then polymorph that mouse corpse into a mouse corpse, it is instead permanent. But once the first effect (two days) runs out, the second one will revert to two days, netting you a total of four days. So, stack your polymorph spells; - based on this, it will require 63 days, more or less, so lets round to 120 to be safe. That means you need to stack 60 castings of polymorph any object. Presuming you're powerful enough to cast it six times per day, that'd be 10 days, which eats up five of your castings, so on the 11th day, you could rest... from one mouse. Ah! Too much work!
... so instead, I'd recommend having a ring of polymorph any object at will.
Anyway, you polymorph a large number of mice into corpse mice that persist for 120 days...
Step Five: ... and then you polymorph them into living mice. Now we have living mice that will persist for roughly 120 days, or, according to that article, slightly less than twice the amount of time it would take to make two full litters.
While the original generation will eventually revert to fungus, however, the subsequent generation was never fungus to begin with. This is the exact same thing that happened with your fungal growth at the start.
Congratulations! You've just created animal life!
... but that's not humanoid life. So...
Step Six: ... make the mice bigger. Much bigger. Use incremental increases, if necessary, and make them entirely vegetarian for your own safety, but make them medium sized. This becomes very important later. As an aside, you've probably gone back to your first trick by now of turning rocks into rapidly-growing highly healthy and edible fungus to feed your mice. You might want to step up production on that a bit, unless you've got the whole ecology thing going on. (Changing their size is permanent automatically, as if fits all of the boons but size.)
Step Seven: Once all your mice become medium sized, docile creatures, you change them again. This time into humanoids of the kind you wanted to begin with. +5 for kingdom (animal), +2 for class (mammal), +2 for size = +9! Permanent humanoids, baby! Speaking of, allow them to breed in order to get true humanoids.
Congratulations! You've created humanoid life!
... but not outsiders.
Step Eight: polymorph any of those puppies you wish into having the half-celestial template. Again, +5 for kingdom (animal), +2 for class (mammal), +2 for size = +9! Permanent outsiders, baby! And again, let them breed. (NOTE: you're going to be spending a lot of time not on the flowing-time demiplane, or this will be of your life in the making. I mean, it will be anyway, but being not on the flowing time demiplane means that you only have to go through it in half the time it actually takes.)
Congratulations! You've created outsider life!
... but what about plant creatures?
Step Nine: choose anything you like from amongst your various servants and creations. Use the polymorph/let them have spawn trick to get plant creature variants. Or you could just make some of those fungal mice at the beginning into plant creatures.
Congratulations! You've created [plant] (creature) life!
So, there you go. Creating life in nine (ish) easy steps!
EDIT: to clarify my first aside note and add working tags

Kevin Andrew Murphy Contributor |
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It's really much simpler than that. You can create life from nothing in just four steps.
1. Wall of Stone: Create a large block suitable for sculpting.
2. Fabricate + Craft Sculpture: Sculpt whatever creature you want to be alive. Use fine detail.
3. Stone to Flesh: Turn your sculpture into inert flesh.
4. Polymorph Any Object: Turn your new corpse of whatever it is into a living breathing thinking version of whatever it is.
Note: This leaves the personality and the soul (and the question of whether it has a soul, or even what a soul is) completely up to the GM.
Alternate method: Wall of Stone + Fabricate + Animate Object + Permanency + Stone to Flesh + Soul Jar or any other method to pop a soul into a waiting body.
Note: If you try to make anything too wacky, the GM is free to say that your new form of life is "a very confused mimic" that just so happened to be taking the form of your surrealistic sculpture.

Kevin Andrew Murphy Contributor |
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Just checked. There's an even simpler magical way to create life right there in the RAW. Only one feat too: Craft Wondrous Item.
Use Craft Wondrous Item to make a Robe of Useful Items. Skip the Fabricate requirement by just raising the DC. Once you have your robe, there is an excellent chance it will have the patch with the mule or the war dogs, if not both. Pull off the patch. Voila! You've created life.
You want intelligent life? Hit the mule or dogs with Awaken. If you want them bipedal, hire an alchemist to do Anthropomorphic Animal on them.
You can also create life by creating a Robe of Bones, pulling off your skeletons and zombies, then using any of various methods to turn the undead into living creatures.

A highly regarded expert |
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You make it all so complicated.
It's obvious you are looking for the Magic of Love.
(Cue 1970's porno soundtrack)
Just stick with the pompatus.