(For Pathfinder rpg 5th lvl druid/4th lvl ranger spell, possible for others)
Casting Time: 1 round
Components: V, S, M (a tiger's fang)
Range: 20'+5'/level
Duration: 1 hour/caster level (plus see description)
Save: see description. Spell Resistance: see description.
This spell creates a pit that is 10'x10'x10'+5' in each direction per 5 levels of the caster (max 30'x30'x30' at 20th level).
If this spell is cast in an area where a creature is standing, that creature falls into the pit. If any creature in the area has spell resistance, and the caster fails to overcome it, the spell fails completely. If the creature moves into the area after the spell is in effect, they are affected normally, with no SR roll. If a creature is within their normal reach of the edge of the pit (ie, adjacent to it, for most M sized characters) they may drop whatever they are holding, make a reflex save to catch the edge, and pull themselves up their next turn as a move action. Note that they drop their stuff BEFORE attempting their save. They may elect to skip the save and hold onto their weapons. A character who CAN fly, but who is not in flight, can make a reflex save to take flight. Any character who falls takes normal falling damage.
In the bottom of the pit is one tiger for every four 5x5 squares. These are normal tigers in all respects, except as noted. IT IS NOT FRIENDLY TO THE CASTER OR HER ALLIES. The tigers will attack anyone who falls into the pit. They will attempt to jump to attack any characters hanging from the side of the pit. Remember that the tiger itself is 10' long, adding that to the result of the jump roll to determine if the tiger can reach. If the tiger hits a dangling character, they will use the grab ability and attempt to pull the character down into the pit. Any character or creature who falls in will be subject to attacks, including the caster.
A 9th level caster (first level the spell is available) will create a 15x15x15 pit with 2 tigers in the bottom.
A 20th level caster will create a 30x30x30 pit with 9 tigers in the bottom.
When the spell ends the pit disappears, trapping any creatures remaining in the earth, including the tigers, where they will suffer normal damage for being buried alive. They immediately take 8d6 points of damage, and 1d6 points of non-lethal damage per minute. If they fall unconscious, they must make a DC 15 Constitution check each minute or take 1d6 points of lethal damage. If they are not rescued, they will eventually die.
If the DM is particularly nasty, he may wish to reserve this information, should the players discover this spell as a scroll or in a spellbook:
Any creature who dies as a result of being buried alive in the pit will rise as a ghost and stalk the caster until the caster is dead, or their remains are retrieved and buried appropriately. An appropriate burial for a tiger is to carry a tooth or claw of that tiger as a trophy. Any ghost that is defeated in combat will rejuvenate in 2d4 days, and it will take any given ghost 1d4 days to find the caster once they appear.
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