Acid Pit

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Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet), plus 2d6 points of acid damage from per round spent in the pit.

TARGET

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All creatures within a 10 foot burst, centered on target point within medium range.

DURATION

1 round + 1 round/level

SAVING THROW

Reflex negates

SPELL RESISTANCE

Not affected by target's spell resistance

SPELL DESCRIPTORS

Acid

CASTING TIME

Standard Action

Acid Pit is a Conjuration Spell in Pathfinder: Wrath of the Righteous. Acid Pit is a level 4  Spell from the Conjuration school. Other school categories include Abjuration SpellsConjuration SpellsIllusion SpellsDivination SpellsEnchantment SpellsEvocation SpellsTransmutation Spells and Necromancy Spells. Spells in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments or to buff Characters.

 

Acid Pit Information

Spell Details:

  • Target:
    target center point aoe all pathfinder wrath of the righteous wiki guide 75px
    All creatures within a 10 foot burst, centered on target point within medium range.
  • Duration: 1 round + 1 round/level
  • Saving Throw: Reflex negates
  • Spell Resistance: Not affected by target's spell resistance
  • Spell Descriptors: Acid
  • Casting Time: Standard Action
  • Spell Effect: You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). At the bottom of the pit is a pool of acid.

    Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. 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 saving throw 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 (1d6 bludgeoning damage pet 10 feet), plus 2d6 points of acid damage from per round spent in the pit. The walls of the pit are quite slippery: to climb them, a creature need a successful Athletics or Mobility skill check with a 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.

 

How to Acquire Acid Pit

Light can be obtained by the following classes:

Acid Pit can be cast by using the following Items:

  • Item ??
  • Weapon ??
  • Armor ??

 

Acid Pit Tips & Notes

  • Notes and tips go here...

 

 
Pathfinder: Wrath of the Righteous All Conjuration Spells
Acid Arrow  ♦  Acid Fog  ♦  Acid Splash  ♦  Acidic Spray  ♦  Blessing of Courage and Life  ♦  Bolt of Justice  ♦  Breath of Life  ♦  Bring back  ♦  Cape of Wasps  ♦  Chains of Light  ♦  Chaotic Healing  ♦  Clashing Rocks  ♦  Cleansing Flames  ♦  Cloudkill  ♦  Corrosive Touch  ♦  Create Pit  ♦  Creeping Doom  ♦  Cure Critical Wounds  ♦  Cure Critical Wounds, Mass  ♦  Cure Light Wounds  ♦  Cure Light Wounds, Mass  ♦  Cure Moderate Wounds  ♦  Cure Moderate Wounds, Mass  ♦  Cure Serious Wounds  ♦  Cure Serious Wounds, Mass  ♦  Delay Poison  ♦  Delay Poison, Communal  ♦  Dimension Door  ♦  Domain of the Hungry Flesh  ♦  Eaglesoul  ♦  Elemental Swarm  ♦  Elemental Swarm: Air  ♦  Elemental Swarm: Earth  ♦  Elemental Swarm: Fire  ♦  Fish Missile  ♦  Gale of life  ♦  Grant Repose  ♦  Grease  ♦  Heal  ♦  Heal, Mass  ♦  Hungry Pit  ♦  Inspiring Recovery  ♦  Joyful Rapture  ♦  Litany of Entanglement  ♦  Mage Armor  ♦  Nature's Grasp  ♦  Neutralize Poison  ♦  Phantasmal Healer  ♦  Pillar of Life  ♦  Poison  ♦  Pure Form  ♦  Radiant Ground  ♦  Rain of Halberds  ♦  Raise Dead  ♦  Ray of Halberds  ♦  Recreational Pit  ♦  Rejuvenating Poem  ♦  Remove Blindness  ♦  Remove Disease  ♦  Remove Paralysis  ♦  Remove Sickness  ♦  Restoration  ♦  Restoration, Greater  ♦  Restoration, Lesser  ♦  Resurrection  ♦  Rift of Ruin  ♦  Seamantle  ♦  Slowing Mud  ♦  Snowball  ♦  Solar Chains  ♦  Soothing Mud  ♦  Spiked Pit  ♦  Spirit Pit  ♦  Stabilize  ♦  Stinking Cloud  ♦  Stone Call  ♦  Storm of Justice  ♦  Summon Elder Beer Elemental  ♦  Summon Elder Elemental  ♦  Summon Elder Fire Elemental  ♦  Summon Elder Worm  ♦  Summon Greasly Bear  ♦  Summon Greater Air Elemental  ♦  Summon Greater Beer Elemental  ♦  Summon Greater Elemental  ♦  Summon Hog of Desolation  ♦  Summon Huge Elemental  ♦  Summon Large Beer Elemental  ♦  Summon Large Elemental  ♦  Summon Medium Beer Elemental  ♦  Summon Medium Elemental  ♦  Summon Monster I  ♦  Summon Monster II  ♦  Summon Monster III  ♦  Summon Monster IV  ♦  Summon Monster IX  ♦  Summon Monster V  ♦  Summon Monster VI  ♦  Summon Monster VII  ♦  Summon Monster VIII  ♦  Summon Monster Zero  ♦  Summon Nature's Ally I  ♦  Summon Nature's Ally II  ♦  Summon Nature's Ally III  ♦  Summon Nature's Ally IV  ♦  Summon Nature's Ally IX  ♦  Summon Nature's Ally V  ♦  Summon Nature's Ally VI  ♦  Summon Nature's Ally VII  ♦  Summon Nature's Ally VIII  ♦  Summon Perpetually Annoyed Wizard  ♦  Summon Small Beer Elemental  ♦  Summon Small Elemental  ♦  Teleport  ♦  Tidal Surge  ♦  Touch of Slime  ♦  Tsunami  ♦  Uncertainty Principle  ♦  Vinetrap  ♦  Walk through Space  ♦  Waterfall  ♦  Winds of the Fall  ♦  Winter's Grasp  ♦  Wrath of the Righteous



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