Walk the Plank
Walk the Plank
This spell functions as per Create Pit, except as noted here. 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. Additionally, the pit contains a single advanced shark 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. When the spell ends, creatures inside the hole rise up with the bottom of the pit, as normal for Create Pit, but the conjured water and sharks vanish.
Effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
Conjuration (creation)
Reflex negates (see text)
SR: No
V, S, M (a shark tooth and a splinter of a ship’s hull)
1 standard action, 1 round plus 1 round/level, close
Effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
The Rich Man
Material Components
A shark tooth and a splinter of a ship’s hull.
Related School
Conjuration (creation)
Effect Duration
1 round plus 1 round/level
Effect Casting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)