Create Pit

Create Pit

School Conjuration (creation); Level wizard 3-5
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect see text
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no

You create a 10-foot-by-10-foot extradimensional hole with a depth determined by its spell level.

You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a starship as easily as the floor of a building. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s walls have an Athletics DC of 25 to climb. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round. If the top of the pit has been covered or blocked, they are shunted to the nearest unoccupied space.

3rd: When cast as a 3rd-level spell, it creates a pit that is 20 feet deep.

4th: When cast as a 4th-level spell, it creates a pit that is 40 feet deep. Additionally, the pit is lined with sharp spikes along its bottom and walls. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object that comes into contact with the wall, such as a creature trying to climb out of the pit or a rope used as a climbing aid, takes 1d6 points of piercing damage each round it is in contact with the wall. The spikes lower the Athletics DC to climb the walls to 20.

5th: When cast as a 5th-level spell, it creates a pit that is 50 feet deep. Additionally, the bottom of the pit is filled 5-ft. deep with acid. Creatures who fall in take falling damage as normal, plus 2d6 points of acid damage per round spent in contact with the acid (no save).


The Starfarer's Companion from Rogue Genius Games
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