Dig
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole five feet on a side). In later rounds 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 five feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after five feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within one foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and 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 suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half.
To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell.
This is a very helpful spell when dealing with large, uncontrollable fires that are spreading in a field or other open area. To stop the advance of a spreading fire, dig can be used to create a firebreak--a ditch of broken soil devoid of combustible material. A fire reaching a firebreak will stop advancing, eventually burning itself out. If the fire is too large to stop, the wizard can protect himself and his companions by using dig to surround themselves with a firebreak and remain inside it while the fire rages around them. The wizard must take care to make the firebreak large enough to protect himself and his companions from heat damage, which typically affects those within 5 feet of the flames.
[Complete Wizard's Handbook]
Level: 4
Rarity: Common
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot cube/level
Saving Throw: Special
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