Sink
(Enchantment - Alteration)


L^: mu8
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R#: (1")*
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D^: Special
C^: v.s
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CT: 8s
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S^: Special
A^: (One creature or one object of 1 cu.")*
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!@@
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MP: 19

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.