Need help developing an efficient epic spell [Archive] - Wizards Community

Post/Author/DateTimePost
bulletprooffox

10-03-07, 09:54 PM
I find it somewhat difficult to develop epic spells, as a lot of the seeds tend not to include much. Anywho, I was trying to develop an epic spell that summoned a permanent island that floated 10,000ft. off the ground. Now, I understand the concept of raise island spell, but how would I take it from the sea to the sky. I was thinking either the animate seed or the Energy(Air) seed (without the damaging aspect, but would that be a weather effect or something?), but I don't know. It would be fixed in place and would be able to support the weight structures such as castles and creatures and such. I'm trying to keep the spell's DC to learn equal to or less than 85, but with as few mitigating factors as possible. I mean the casting time for raise island is fine, but I'm trying to have less or no XP loss, and not be a ritual. Backlash damage is fine, but it is for a 30th level elven wizard/high mage. Any help would be greatly appreciated.
Taeldrin Laesrash

10-03-07, 11:20 PM
You could argue for a loose interpretation of the Transport seed. You're probably just better off making a base seed from the Fly spell, combined with the Conjure seed.
BillTheManiac

10-04-07, 07:06 AM
Animate would give you a giant, KILLER island. Fun, but high DC.
Fly wouldn't work on objects, tho.
Maybe something like Life to give the island basic sentience, and then Fly to give it a fly speed?
The_Cheeseman

10-04-07, 10:23 AM
In Player's Guide to Faerun they provided an epic spell called Proctiv's Move Mountain, which basically shears off the top of a mountain, turns it flat-side-up, and levitates it in the air. The spell has a casting DC of 280 and burns 5,000 XP, but you could always add some more mitigating factors onto it. Heck, if you don't mind it requiring a year-long ritual, you could shear it down to DC 82 right there. Doesn't seem like something that you'd need to cast all that often, anyway.