Walk The Plank

Walk The Plank

Conjuration (Creation)
Level: Sorcerer*/Wizard * 5, Summoner* 5
Components: V, S, M (a shark tooth and a splinter of a ship's hull)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
Duration: 1 round plus 1 round/level
Saving Throw: Reflex negates, see text
Spell Resistance: no
  You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per four Caster Levels.
  All but the top 10 feet of the hole is filled with saltwater, reducing the fall damage for anyone Falling into the pit to 1d3 points of nonlethal damage and allowing Huge or larger creatures at the water's surface to simply pull themselves out of the pit as part of a normal Move Action, without a Climb check.
  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 ship as easily as in a dungeon floor or the ground of a forest.
  Any creature standing in the area where you first conjured the pit must make a Reflex Save to avoid falling into it.
  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 Save 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.
  Additionally, the pit contains a single Shark with the Advanced Template for every 4 Caster Levels you have (maximum four advanced sharks). If desired, when you cast the spell, you can substitute two of the summoned sharks for one Great White Shark.
  These sharks immediately attack any creature that falls into the pit, even you. If multiple creatures fall in the pit, the sharks attack randomly.
  The pit's coarse stone walls have a Climb DC of 25. 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, and the conjured sharks vanish.

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