Difference between revisions of "Whip (spell)"

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[[File:Whip (spell).jpg|right|490px|thumb]]
 
[[File:Whip (spell).jpg|right|490px|thumb]]
'''Whip''' creates a material-appearing, magical whip-like force that can be used as a [[Weapons List|weapon]] in [[Combat|combat]], regardless of the caster's [[Weapon Proficiencies|proficiency]].  Any target up to 2 [[Combat Hex|combat hexes]] distance can be attacked.
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'''Whip''' is a spell that creates a tangible, magical lash that behaves as a weapon in the caster's hand. The dweomer forms a flexible, force-like strand that may be directed against any target within 2 [[Combat Hex|combat hexes]]. Use of the whip does not depend upon the caster's [[Weapon Proficiencies|proficiency]]; it is governed instead by the spell's own properties.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Whip
 
| name = Whip
 
| range = self
 
| range = self
| duration = 1 round per level
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| duration = 1 [[Combat Round|round]] per [[Experience Level|level]]
 
| area of effect = 10 ft.
 
| area of effect = 10 ft.
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
}}
 
}}
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__TOC__
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Once cast, the whip persists without need for [[Spellcasting|concentration]]. The caster must still expend the appropriate [[Action Points|action points]] to attack with it, as with any weapon. While the whip remains active, no other spells may be cast. The caster may dismiss the whip at will, but doing so ends the spell immediately.
  
The caster must apply the whip as though it were a weapon, expending the [[Action Points|action points]] necessary to use it as a weapon.  Once cast, however, the caster need not [[Spellcasting|concentrate]] to keep the spell active — however, the caster may not cast other spells while the whip is active. It can be dispelled at any time, but the spell is lost once that happens.
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== Hits ==
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To strike a target, the caster rolls [[Roll to Hit|to hit]] against [[Armour Class|AC]] 10, regardless of the defender's worn [[Armour List|armour]]. A successful hit inflicts '''2–5''' [[Damage (hit points)|damage]].
  
== Hits ==
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Any creature struck is forced back 1 hex, whether or not it is affected by [[Stun Lock|stun]]. This displacement is automatic and represents the whip's driving force. If no space exists for retreat, the target remains in place and suffers no additional consequence beyond damage.
[[Roll to Hit|To hit]] the target, the caster must roll to hit [[Armour Class|armour class]] (AC) 10, regardless of the defender's [[Armour List|armour]]. With each hit, the whip causes '''2-5''' [[Damage (hit points)|damage]].  Creatures that are hit must automatically give ground, moving back 1 hex whether or not they're [[Stun Lock|stunned]]. If there is no room to retreat, no additional effect results.
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The whip may also be used to '''disarm'''. If the attack roll would strike AC 5 or better, the caster may choose to attempt disarm rather than deal damage. The defender must then make a [[Saving Throws|saving throw against magic]]. Failure results in the immediate loss of the held weapon, as though a [[Critical Hits & Fumbles#Fumbles|fumble]] had occurred; success negates the disarm.
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== Cracking the Whip ==
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The caster may cause the whip to emit a sharp, resounding crack. This use does not require a hit roll but expends the action for the round. Creatures with an [[Intelligence (ability stat)|intelligence]] of 1 to 4 will not willingly approach within 15 ft. of the caster while the cracking is maintained.
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This effect lasts only while the whip is actively used in this manner and is subject to the spell's duration of one round per level.
  
The whip can be used to '''disarm''', if it hits AC 5 or better.  A disarming hit allows the defender a [[Saving Throws|saving throw against magic]].  A successful save indicates the disarm has failed; otherwise, the weapon is knocked from the defender's hand, as a [[Critical Hits & Fumbles#Fumbles|fumble]].
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 15:38, 14 April 2026

Whip (spell).jpg

Whip is a spell that creates a tangible, magical lash that behaves as a weapon in the caster's hand. The dweomer forms a flexible, force-like strand that may be directed against any target within 2 combat hexes. Use of the whip does not depend upon the caster's proficiency; it is governed instead by the spell's own properties.

Whip
Range self
Duration 1 round per level
Area of Effect 10 ft.
Casting Time 1 round
Saving Throw none; see text
Level mage (2nd)

Once cast, the whip persists without need for concentration. The caster must still expend the appropriate action points to attack with it, as with any weapon. While the whip remains active, no other spells may be cast. The caster may dismiss the whip at will, but doing so ends the spell immediately.

Hits

To strike a target, the caster rolls to hit against AC 10, regardless of the defender's worn armour. A successful hit inflicts 2–5 damage.

Any creature struck is forced back 1 hex, whether or not it is affected by stun. This displacement is automatic and represents the whip's driving force. If no space exists for retreat, the target remains in place and suffers no additional consequence beyond damage.

The whip may also be used to disarm. If the attack roll would strike AC 5 or better, the caster may choose to attempt disarm rather than deal damage. The defender must then make a saving throw against magic. Failure results in the immediate loss of the held weapon, as though a fumble had occurred; success negates the disarm.

Cracking the Whip

The caster may cause the whip to emit a sharp, resounding crack. This use does not require a hit roll but expends the action for the round. Creatures with an intelligence of 1 to 4 will not willingly approach within 15 ft. of the caster while the cracking is maintained.

This effect lasts only while the whip is actively used in this manner and is subject to the spell's duration of one round per level.