MagicUser - SpellDetail
Whip
(Evocation)
Level:
2
Components:
V, S, M
Range:
1”
Casting Time:
2 segments
Duration:
1 round/level
Saving Throw:
Special
Area of Effect:
Special
Explanation/Description:
By means of this spell, the magic-user creates a material, whip-like substance up to 1” distant from his or her person. The spell caster can then wield this whip by moving his or her hand as if it held an actual one, for the magical one will respond to movements made by its evoker. The lash can be used so as to make both a whistling crack and an actual strike each turn. The sound alone is sufficient to keep normal animals at bay unless they save versus spell. Any animal actually struck (as indicated by a normal “to hit” die roll) must save versus spell at -1 to -4 or else slink away and not return for at least an hour. Note that the whip does not do actual damage to the creature struck. Creatures with intelligence above 3 are not affected, nor are giant-sized animals above bear-size, nor are monsters. The whip can also be used in melee combat, a successful “to hit” roll indicating that the lash has struck and wrapped around an opponent’s weapon. If that weapon is an edged one, the whip must make a saving throw versus crushing blow (13 or better); if the weapon is non-edged, the whip must save versus normal blow (6 or better). Success on this saving throw indicates that the whip has torn the weapon from the opponent’s hand — unless the opponent succeeds on a saving throw versus spell. An affected weapon will be cast to the ground, and the opponent must take 1 round to recover It. The magic bonus of a target weapon applies as a penalty to the whip’s saving throv versus crushing blow or normal blow, and the magic resistance of al intended target opponent must fail for a “to hit” roll to be possible i the first place. The material component of the spell is a small bit of sil braided so as to form a miniature whip.