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 D20
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This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
|  D20
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Raise Island
| Conjuration (Creation)
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| Spellcraft DC:
| 38
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| Components:
| V, S, XP, Ritual
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| Range:
| 0 ft.
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| Targets, Effect, or Area:
| 100-ft.-radius hemispherical island
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| Duration:
| Permanent
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| Saving Throw:
| None
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| Spell Resistance:
| No
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| To Develop:
| 360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC), increase casting time by 65 days (–130 DC), nineteen additional casters contributing epic spell slots (–361 DC), one additional caster contributing one 6th-level spell slot (–11 DC), burn 2,000 XP per epic caster (–400 DC), spell only works on liquid (ad hoc –20 DC).
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The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.
XP Cost: 2,000 XP.
Back to System Reference Document → Spells.