Entomb (Evocation)

Range: 60 feet

Components: V,S,M

Duration: Permanent

Casting Time: 6 segments

Area of Effect: 1 humanoid

Saving Throw: Special

When an entomb spell is cast, one humanoid will be buried alive at the location that he or she occupies. The victim will be gripped be an unseen force and dragged underneath the ground, the dirt churning upwards to allow passage of the body. He will automatically sustain 1d6 hit points of damage from being dragged through the ground. In two rounds, the victim will be buried on an angle - the head being covered by two feet. A saving throw is allowed. If successful, the victim will only be buried up to his waist. However, if the victim is not pulled out of the ground before another entomb is cast on him, he will be automatically buried alive the next round, this time no save applies. There will be enough air for the victim to survive for two rounds as the dirt is tightly packed. During this time he may only cast spells that have verbal components. For the next two rounds the victim must save vs. his constitution or become unconscious. On the next three rounds a save vs. constitution must be made or the victim will die. The victim will have no room to move underground. Without magic, he will be unable to fight or escape without help. A combined strength of at least 44 is required to pull a character out before he is buried alive. The spell will only work when the intended victim is standing on soul or any grassy area. However, a level 13 or better spell caster may bury a character alive in solid stone, following the same rules; the only difference is that the victim sustains 1d10 hit points of damage from being dragged through the stone. The material components is a metal hinge from a casket

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