Paralyzing Pit (Wizard Spell)

Much like the 2nd-level pit spell, the paralyz­ing pit conjures a circular pit 20 feet across and 20 feet deep within the spell range. The pit forms only in earth, sand, clay, loam, mud, or other soft soil. If the caster creates the pit di­rectly under an opponent or in front of a moving opponent, the victim is allowed a saving throw vs. spell to avoid falling in. Stationary or slow-moving characters who fall in suffer 2d6 damage; running or charging characters suffer 3d6 damage.
The pit entraps its victims with a powerful paralysis field. Any character or creature falling in must make a successful saving throw vs. paralyzation with a -4 penalty or be paralyzed. The paralysis lasts for 2d4 turns. The caster is immune to the paralysis effect. The pit itself is as permanent as any hole in the ground, but its paralyzing field is active for only 12 rounds.
The pit sides are steep, but not unclimbable. Given 2d4 rounds, any unparalyzed character can scramble free. Paralyzed characters are completely helpless, and anyone who enters the pit to aid them may be paralyzed as well. Any unparalyzed character in the pit makes a new saving throw against paralysis every second round.
The material component is a claw-bone from a mole, dipped in giant wasp venom.
Notes: Restricted to witches, very rare. (Up­dated from Dragon Magazine).
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells