Dig

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A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per minute (i.e., a cubic hole 5 feet on a side). After that, the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.

Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.

The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it sustains damaged from the spell.

Note: This version of dig originally appeared in the 2nd Edition Player's Handbook for Advanced Dungeons & Dragons from TSR. Its use here is for the purposes of providing context for the campaign only.