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0Spiked Pit00-1-1-11 standard action0V, S, F (miniature shovel costing 10 gp)0no0-1010-ft.-by-10-ft. hole, 10 ft. deep/2 levels-1000sorcerer/wizard 3, summoner/unchained summoner 3APG0As create pit, but filled with spikes.010-1-100003This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.00creation101 round + 1 round/level-103medium (100 ft. + 10 ft./level)

Spiked Pit

School conjuration (creation); Level sorcerer/wizard 3, summoner/unchained summoner 3

CASTING

Casting Time 1 standard action
Components V, S, F (miniature shovel costing 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; Spell Resistance no

DESCRIPTION

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.

Spiked Pit-100303-1-1conjuration-100-1-10-100-13-11-1-1-110Caves (3)Reflex negates0-100

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.

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