Sink
(Enchantment - Alteration)
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Effect: When the MU casts a sink spell, he or she must (chant) the spell for 4 segments w/o interruption.
At that juncture, the subject
creature or object will become rooted to the spot unless
a save vs. Spell (with respect
to a creature) or
a save
vs. disintegration (for an object with magical properties) is
successful.
(Note: "magical properties"
incl. those of magic items as listed in the DMG,
those of items enchanted
or otherwise of magical origin,
and those of items with
protection-type spells or with permanent magical properties or similar
spells upon them.)
Items of a non-magical nature
are not entitled to a save.
The subject will also become
of the same density as the surface upon which it stands at this juncture
if its save was not successful.
The spell caster now has
the option of ceasing his or her spell and leaving the subject as it is,
in which case the spell will lose its dweomer in 4 turns, and the subject
will return to normal.
If the magic-user proceeds
with the spell,
the subject will begin to
slowly sink into ground.
On the 5th segment, the
subject will sink to <1/4> of its height,
on the 6th another <1/4>,
on the 7th another <1/4>,
and on the 8th segment it
will be totally sunken into the ground.
This virtual entombment will
place a living subject into a state which
duplicates stasis
but does not otherwise harm the subject. Non-living
or living, the subject will
exist in undamaged form in the surface into
which it was sunk, its upper
extremity as far beneath the surface as
the subject has height;
i.e., a 6' high subject will be 6' beneath the surface,
while a 60' high subject
will have its uppermost portion 60' below ground level.
If the ground around the
subject is somehow removed,
the spell is broken and
the subject will return to normal -- although it will not then rise up.
Such spells as [dig], [transmute
rock to mud], and [freedom] (reverse
of [imprisonment] will not harm the subject of a [sink] spell and will
be helpful in recovering it in may cases.
If a [detect magic] spell
is cast over an AREA upon which a sink spelll was used,
it will reveal a faint dweomer
of undefinable nature, even if the subject is beyond detection range.
If the subject is within
range of the [detect magic], the dweomer will be noted as magic of an enchantment-alteration
nature.
UW: This spell will
place a creature the given number of
feet below the floor of
the river || sea. The magic
of the containment will,
however, radiate through the
water to the surface.
WSG: Can be a lifesaver
if cast upon someone who is about to
fall from a precarious position
(Le., a character who has failed a
Climbing Check earlier in
the same round). If the caster stops
chanting after 4 segments,
the subject will become fastened to
the surface he is touching;
as with hold person (see above), the
saving throw can be waived
or considered automatically failed if
the spell is intentionally
cast upon a willing or needy recipient.
Thereafter, the rest of
the group has 4 turns to devise a way to
keep the spell recipient
from falling when he returns to normal
form.