Node Genesis

3.5th Edition
You can cast this spell only while you are on or under the surface of the earth.   The spell's energy reroutes local ley lines and telluric currents, precipitating the creation of a Class 1 earth node.   The new node is 20 feet in diameter, centered on and emanating from the point touched.   The rough boundary of the new earth node may enclose a hollow space, an area of solid rock, or a combination of materials.   If node genesis is cast on the surface of the earth, at least a portion of the earth node must be contiguous with the natural ground.   You have some leeway in determining the initial shape of your earth node's outer boundary—it doesn't have to be a perfect sphere, though no portion of its volume can be less than 3 cubic feet.   The newly generated earth node retains its Class 1 status for one year.   Thereafter, its diameter increases at a rate of 20 feet per year, until it eventually reaches a diameter equal to 20 feet per caster level you possessed at the time of casting.   When the node's diameter reaches the low end of the range for the next higher class (see Table 4-1), its class increases by +1.   For example, a Class 1 node becomes Class 2 when its diameter reaches 40 feet, and Class 3 when its diameter reaches 120 feet.   Earth nodes you create with this spell are automatically considered node locked by you.   They are otherwise just like natural earth nodes and subject to destruction in the same ways.   XP Cost: 5,000 XP.   Special: You must have the Node Spellcasting feat to cast this spell.
 
5th Edition
You can cast this spell only while you are on or under the surface of the earth. This spell reroutes local ley lines and telluric currents, creating a Class 1 earth node, 20 feet in diameter and centered on the point you touched. The rough boundary of the new earth node may enclose a hollow space, an area of solid rock, or a combination of materials. If this spell is cast on the surface of the earth, at least a portion of the earth node must be contiguous with the natural ground. You are able to shape your earth node's outer boundary, but no portion of its volume can be less than 3 cubic feet.   The newly generate earth node retains its Class 1 status for one year. Thereafter, its diameter increases at a rate of 20 feet per year, until it eventually reaches a diameter equal to 20 feet times twice the level of the spell slot used to cast this spell. The node gains a new class when it reaches the minimum for that class, as shown on the table below.
ClassNode DCLayer WidthNode Diameter
1105 to 30 feet10 to 60 feet
21510 to 40 feet40 to 160 feet
32020 to 80 feet120 to 480 feet
42530 to 120 feet240 to 960 feet
53040 to 160 feet400 to 1,600 feet
6+35+50 to 200 feet600 to 2,400 feet
For example, a Class 1 node becomes Class 2 when its diameter reaches 40 feet, and Class 3 when its diameter reaches 120 feet. Earth nodes you create with this spell are automatically considered Node Locked by you. They are otherwise just like natural nodes and subject to destruction in the same ways.   If you do not have the Node Spellcasting feat, this spell fails automatically.
 

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Spell Descriptors
Earth
2nd Edition
Level
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School
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Range
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Save
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AoE
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Casting Time
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3.5th Edition
Level
Sorcerer 9, Wizard 9
Components
V, S, XP (5,000)
Casting Time
1 Week (8 hours/day; 80 hours total)
Range
Touch
Effect
One Class 1 earth node with a 20-foot diameter
Duration
Instantaneous
Saving Throw
None
Spell Resistance
No

 
4th Edition

 
5th Edition
Level
Sorcerer 9, Wizard 9
Casting Time
1 Week (8 hours/day; 80 hours total)
Range
Touch
Components
V, S
Duration
Instantaneous

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
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Maherasi
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Celestial
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Infernal
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Pit-Tongue
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High Draconic
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High Elvish
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Somatic Components

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