Create pit family of spells question


Rules Questions


My understanding of these spells is that the only two times there is a need for a save is
1) when the spell is caat on you
2) when you end your turn adjacent to one

We recently encountered one and there was some contention on how the spell worked.

If you have a large creature moving in a straight line, where one of the four squares a large creature takes up moves over the corner of the pit, and the goal is continued movement what happens?

1) nothing, the creature ignores the magical pit as it would ignore a non magical hole in the ground
2) DC 10 (or 20 if not enough movement) jump check to hop over the square?
3) normal save dc for the spell
4) the creature falls in (no save)
5) other?


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It can 'squeeze' past the pit.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

As long as it doesn't *end* its movement adjacent to the pit, no problem. The spell doesn't say anyone moving though adjacent squares risks falling in, only those who *end* their movement there. And even then, they get a saving throw.

This is a seriously cool spell. Just don't use the higher level acid version - you'll melt your own loot!!!


This agrees with my thoughts and understandings. However, during game play we resolved it as the normal save do for the spell.

Just came here to see other people's understanding

Liberty's Edge

The large creature can squeeze past it or jump over it with no saves, though it may fail it's acrobatics if it jumps.

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