Acid Pit

Conjuration (Creation) [acid]
Level: Artificer * 4, Sorcerer */Wizard * 4, Summoner * 4
Components: V, S, M (drop of acid), F (Fine shovel worth 10 gp)
Casting Time: 1 Standard Action
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
  You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two Caster Levels (maximum 100 feet). The bottom of the pit contains a 5 foot deep pool of acid.
  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.
  Creatures who fall into the pit take Falling damage as normal. The acid is considered a yielding surface for this fall.
  Any creature within the pit takes 2d6 points of acid damage each round they spend in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Items are affected one at a time in the order listed on the table (See the saving throws section under Object), and must make Fortitude saves after 3 consecutive rounds in the acid or gain the Broken condition. All objects with the Broken condition (regardless of how they became Broken) must make a Fortitude Save each round spent within the acid or be destroyed.
  The walls of the pit are quite slippery and have a Climb DC of 30. 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.