Dig
(Evocation)


L^: mu4
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R#: 3"
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D^: 1r*
C^: v.s.m
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CT: 4
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S^: None
A^: 5' cube per level of the magic-user
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MEGA-DAMAGE:
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MP: 19, 70

Effect: A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round.

The hole thus dug is a cube 5' per side.
The {material} thrown from the excavation scatters evenly around
the pit. If the M-U continues downward beyond 5', there is a chance that the pit will collapse:
15%/additional 5' in depth in earth,
35%/additional 5' depth in sand,
and 55% additional 5' depth in mud.
Any creature at the edge (1') of such a pit uses its dexterity score as a saving throw to avoid falling into the hole,
with a score equal to or less than the dexterity meaning that a fall was avoided.
Any creature moving rapidly towards a pit area will fall in unless it saves versus magic.
Any creature caught in the center of a pit just dug will always fall in.

DMG: This spell will inflict 5-20 HP of damage if cast upon a clay golem.

Dig: This spell inflict 5-20 (5d4) points of 
damage if cast at a clay golem.  No save 
is mentioned, so none should be permitted. 
(Imagine #29)

MC: The spell caster uses a miniature shovel and
tiny bucket to activate a dig spell and must continue to hold these material components while each pit is excavated.
 

WSG: A quick way to search for water beneath the surface of the
desert. Use of the spell does not increase the chance of finding
water at a certain location, but at least the party won’t spend a lot
of time and effort in a fruitless endeavor.