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0Acid Pit00acid-1-1-11 standard action0V, S, M (drop of acid), F (Fine shovel worth 10 gp)0no0-1010-ft.-by-10-ft. hole, 10 ft. deep/2 levels-1100sorcerer/wizard 4, summoner/unchained summoner 4APG0Creates a pit with a layer of acid on the bottom.110-1-100004This spell functions as create pit, except that it places a 5-footdeep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9-2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.00creation101 round + 1 round/level-104medium (100 ft. + 10 ft./level)

Acid Pit

School conjuration (creation) [acid]; Level sorcerer/wizard 4, summoner/unchained summoner 4

CASTING

Casting Time 1 standard action
Components V, S, M (drop of acid), F (Fine shovel worth 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

This spell functions as create pit, except that it places a 5-footdeep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9-2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

Acid Pit-100404-1-1conjuration-100-1-10-100-14-11-1-1-110Reflex negates; see text0-100

This spell functions as create pit, except that it places a 5-footdeep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9-2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

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