
Tiny Coffee Golem |

A couple of folk wrote:Dismiss spellCreate Pit is not dismissable.
Quote:Decanter of endless water on geyser30 gallons per round - fills half an inch of water in the pit per round.
You can't create (eg another pit) or access (eg bag of holding) an extradimensional space inside another extradimensional space.
You really dont want to be standing on the edge of the pit casting spells into it as that means you will finish your turn there and risk falling in (unless you have something like the Shift teleport ability swift action)
It can only be created on a flat surface at least 10 by 10 square.
The point was not to drown them, though that would have been a nice bonus. The point was to spray them with a "fire hose" ... Because you can ... For fun.

MrSin |

Kind of disappointing really, it can end up being a real waste at higher levels to split up an enemy group, then wait for the pit to end you you can finish the fight. /shrug
How is it a waste? In my experience the fighters are more than willing to dive in on anyone who can't get out of the pit. At higher levels many foes have a way to get out on their own such as flying or have the abilities to climb out.
In other news... Anyone know a local magic shop with brown mold or oozes?

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Kind of disappointing really, it can end up being a real waste at higher levels to split up an enemy group, then wait for the pit to end you you can finish the fight. /shrug
The key is to cast the pit at below your current caster level. For example cast a CL10 haste on round 1 (10 rounds) followed by a CL6 create pit on round 2 (7 rounds). Then you still have 2 rounds of beating on them with the haste or other round per level buff.
Its the best use I have found for the general rule that allows you to cast spells at a lower level than your current caster level (but at least minimum CL to cast the spell).

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I have a summoner who is about abusing the pit spells. He basically focuses on a super high initiative so he goes first, drops a pit and uses spell focus and high charisma to keep the save Dc as high as possible. If you make the save his eidolon charges in and bull rushes or attacks and pushes (using the push evolution). If you fall in and climb out, the eidolon waits with another bull rush/push on it's bite with the reach evolution.
Once in the pit the original plan was to take a crossbow and shoot but that doesn't work since you must be adjacent to the pit to see down inside of it. Being adjacent means you have to make a reflex save at the end of any round ending there or fall in.
Acqeous orb is his go to spell and that is actually cast first. After, the pit follows and anything that had saved then deals with the orb and anything that saves against that then deals with the eidolon. An orb placed on top of someone in a pit poses questions.
In a home game we figured that they had to hold their breath or suffocate. We also had issues determining what happens on a successful save against the orb while you are in the pit. We determined that you just automatically take the damage as there is no location (except up) to save to, unless you save and roll to randomly eject above the orb.
Other options include wall of fire inside the pit. Wall of ice or stone above.
Inhaled poisons, splash weapons (can you lob them in from 10 feet away)?
Various summoned monsters, gas spells, bombs.
Bombardment from a roc/large bird (if you somehow can create pit and have a pet roc or have an ally with either option).
A large bucket filled with....'stuff' might be enough to make them not want to fight once they get out.
Not sure if grease on the sides works since it only covers a foot square which is just one side. Useful if they are already climbing on that side and are nearing the top, though. ^_^

Devilkiller |

I’d expect that a lot of GMs might (or even should) disallow Pit+Wall = Death. Though Widen Spell doesn’t work I guess you could just create another Pit adjacent to the first one. If there are no more open spaces left I guess maybe the opponent would have little option but to fall.
One group I’m in has gotten a lot of utility out of using the Pit as an extra space PCs can hide in to get away from area effects, auras, melee attacks, etc. PCs at the bottom can still cast spells up out of the Pit or make ranged attacks against stuff which gets too close. If you have a PC or eidolon who can fly and has high AC the Pit can become like a hallway to defend.
Rain of Frogs seems amusing to me. I'm also not sure if anybody has mentioned Cloudkill yet. It goes down holes, so it would sink into the Pit, filling it to a height of 20 feet. I wonder how Black Tentacles would work if cast into a Pit. Since they spring up from the floor I guess you'd only get a 10'x 10' field of them on the floor of the Pit. How tall would they be though? If they follow the normal rules for AoE spells I guess they'd be 20' tall at the center of the spell. If so that's a lot of difficult terrain for stuff to climb or fly through. Even a 10' tall version might be pretty inconvenient.

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I’d expect that a lot of GMs might (or even should) disallow Pit+Wall = Death. Though Widen Spell doesn’t work I guess you could just create another Pit adjacent to the first one. If there are no more open spaces left I guess maybe the opponent would have little option but to fall.
One group I’m in has gotten a lot of utility out of using the Pit as an extra space PCs can hide in to get away from area effects, auras, melee attacks, etc. PCs at the bottom can still cast spells up out of the Pit or make ranged attacks against stuff which gets too close. If you have a PC or eidolon who can fly and has high AC the Pit can become like a hallway to defend.
Rain of Frogs seems amusing to me. I'm also not sure if anybody has mentioned Cloudkill yet. It goes down holes, so it would sink into the Pit, filling it to a height of 20 feet. I wonder how Black Tentacles would work if cast into a Pit. Since they spring up from the floor I guess you'd only get a 10'x 10' field of them on the floor of the Pit. How tall would they be though? If they follow the normal rules for AoE spells I guess they'd be 20' tall at the center of the spell. If so that's a lot of difficult terrain for stuff to climb or fly through. Even a 10' tall version might be pretty inconvenient.
Pit+tentacles+cloudkill....slow death.

yeti1069 |

Well, if you're already so focused on Conjurations, go with the Teleportation subschool for the Shift power. Now, you can walk up to the edge of your pit, cast a spell down into it, then take a swift action teleport away from the edge so you're not at risk of falling in.
I really love the Pit spells, but my group isn't such a fan. The biggest problem is the inability to Dismiss the thing. It's frustrating when you effectively control the battlefield by dividing the enemy force in half, but lose all of that goodwill by forcing everyone to stand around twiddling their thumbs for 4 or 5 rounds.
I've had encounters where, when everyone got tired of waiting, we took an archer, tied a rope around his waist and had everyone else anchor him as he walked to the edge of the pit, leaned over and pelted the guys below.

Tels |
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Having trouble dismissing your spells? Purchase the lowest level wand of Dispel Magic you can!
Why? Because...
You automatically succeed on your dispel check against any spell that you cast yourself.
No need to succeed on Dispel Checks, just toss out one from your CL 5th Wand of Dispel Magic to end it when you wish.
So this thread has all but forced my Caster's hand. Next session, she is buying a basket and bottles of lotion, and a Decanter of Endless Water. Whens he gets into combat, the first person who falls in is getting sprayed with water as her familiar lowers a basket of lotion...