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AD&D Spell Spotlight: Dig

Episode Transcript

Hey, good morning and welcome back to the podcast, the Evil Dungeon Masters AD and D Podcast.

I'm your host, Evil Dungeon Master Vince, Hopefully you're doing well out there.

It's Monday morning, it's time for a new podcast, time to get back into the routine.

Birthday month and visits and things like that have thrown me off quite a bit.

Time to get back into the grind of podcasting for fun and YouTube for fun.

You can head over there youtube.com/the Evil DM or the Evil dm.com my website.

Anyway, I know you're interested in AD and D stuff and I appreciate everybody that supports me, listens and downloads quite a few you out there.

So it shows that AD and D is still relevant in the gaming sphere.

When No, when people say no, it's not.

Yeah, it is.

Anyway, so I'm going to keep the church burning the only one left from Roll for Initiative that's interested in doing this because the rest of them really don't want to or have time to, and that's just how things work.

Anyway, today we're going to talk about a spell, one that kind of what I was reading through the book.

I was just like, you know what?

That's actually pretty cool.

It's not that big of a spell.

I mean, it's a fourth level spell.

It's called Dig now.

It's a vocation spell, and it's something that people really just kind of glance over, at least I think so.

When it comes to magic user, the 4th level spell, its range is 3 inches.

Duration is one round per level.

Area of effect is 5 foot cube per level of the magic user.

Verbal, semantic, and material casting time tastes for segments.

Saving through a special doesn't really apply much in this situation here, but the description goes, a dig spell enables the caster to evicate 120 feet of earth, sand, or mud per round.

The hole thus dug is a cube 5 foot per side.

The material thrown from the vacation scatters evenly around the pit.

If the magic user continues downward beyond five feet, there is a chance the pit will collapse.

15% slash additional 5 foot depth in earth, 35% additional 5 foot depth in sand, and 55% additional 5 foot depth in mud.

Any creature at the edge of about 1 foot of such pit uses has to use his Dexterity score as a saving throw to avoid falling into the hole with a score equal to or less than the dexterity, meaning that the fall was avoided.

Any creature moving rapidly towards the pit area will fall in unless it saves versus magic.

Any creature caught in the center of the pit just dug will fall in.

So it doesn't really matter I guess.

No saving throw there.

That's interesting.

The spellcaster uses a miniature shovel and a tiny bucket AW to activate the dig spell and must continue to hold these material components while each pit is dugout.

This, I mean, overall is pretty, I would say useful utility spell to have for a magic user.

And I don't see too many people using it.

Maybe because it's a fourth level spell.

And a lot of times by the time you get the 4th level, you're not thinking, I'm going to use dig, thinking maybe dig might be a little should be, in my opinion, maybe a lower level spell, maybe second or third at most 4th level.

I think it's a little high for this type of spell.

But I mean, I was thinking of ways that we could possibly use this as a dungeon master.

Like you can use this as a dungeon collapse, A villain collapse as a tunnel behind them with the dig spell stealing off the pursuit.

Now the player characters mustn't waste time with spells or digging through to get out or at least chase after said villain.

Like you could see him in the room and they corner him.

He was like dig and he, you know, hits the ceiling or something like that and it makes it collapse as he runs down the the passageway.

Of course you can give your characters a chance to run after him before the The Cave in happens, but the chances of them doing that is probably pretty slim and they'll get caught.

You can tell them they'll probably get caught in the collapse, so they don't want that.

They don't want to suffocate to death and that's something you could use that as a trap.

The players feel the floor shake.

A hidden caster is using dig to undermine the floor ceiling.

Suddenly the dungeon is falling on their heads.

So there could be some type of runic magic and the dig spell is there.

So if they don't, if they crossover a certain area or they don't move a certain way, the floor boof right below them, excuse me, below them can collapse.

And then maybe a second spell above.

So you think about this, they're walking over.

It's now become a pit trap because they fell into it.

OK.

They're like oh this is dumb, but little did they know there's a secondary one right above, so when the first one triggers, the second one triggers and then dirt falls on them while they're in this said new pit.

Suffocation is going to happen unless they dig their way out or somebody digs them out.

Depending on how you want to rule it, there's an interesting way to use it.

The party finds a blocked chamber.

The only way to get into the chamber is to dig carefully without collapsing.

High risk, high reward there.

So they get some type of Riddle or maybe they get some type of knowledge written on a piece of paper from somebody that that's in this, it's buried in said chamber.

The only way to get in is to carefully dig your way into the center.

You know, digging the wrong way could collapse everything and not only collapse all over the somewhat whatever treasure is, it'll just collapse on them as well, sealing them inside there, causing a chain reaction.

The whole tunnel falls and pretty much they're going to be dead at that point.

Harsh, but yeah, big raw risk.

Big, big risk in the high reward going on there.

You could use it during a castle siege.

Honestly, if you think about it, the magic user with the Digg spell becomes a big game changer as he basically uses it below walls and things like that or doors into the castle and collapses the ground.

They're going to use it and opens a giant hole into the castle where they can throw, I don't know, a plank or something over.

And then I mean, it's just, I mean, the soldiers just run right in afterwards.

A clever MPC could use dig to start a landslide or a, you know, a landslide or a dust cloud to cover his escape.

As he's running past the mountain, he'll start casting the spell and, you know, running around the mountainside and then boom, he's triggers this like landslide and dust.

The covers escape.

The characters have to stop in their tracks to prevent prevent them from sliding down the side of the mountain as this whole thing just collapses downward, downward.

I cannot speak this morning.

I don't know There's just some ways you can use this spell as Adm as a player.

You can always use it the same way as well.

You're in a major battle.

You can collapse some of the ceiling inside of a dungeon on top of the monsters that are in this certain room, or you can use it to dig underneath them to trap them in a hole.

There's a lot of ways you can use this spell That's pretty interesting.

Granted, it may not be this is a biggest draw spell, but I think there's some use in this spell.

It maybe falls under a utility type thing, but I like the idea of it.

So tell me what you think in the comments about this spell and we'll talk about it.

I'm always up for conversation.

You can e-mail me or hit me up on Spotify because you can reply, I can reply.

They actually have a whole reply system now so that's great comment system.

youtube.com/the Evil DM you can do there as well.

support.me@patreon.com/the Evil DM where you can get a weekly live stream there as well.

Figured out a way to do live stream on Patreon so hopefully it works.

So when I do the member stream on Friday for YouTube, it'll be on the Patreon as well.

So if you're a Patreon member you can view into it.

With that said, I'm going to head out.

Hopefully you have a great day.

So keep it original.

Keeper old school goodnight and God bless.

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