Difference between revisions of "Whip (spell)"
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== Hits == | == Hits == | ||
− | [[Roll to Hit|To hit]] the target, the caster must roll to hit [[Armour Class|armour class]] 10, regardless of the defender's [[Armour List|armour]]. With each hit, the whip causes '''2-5''' [[Damage (hit points)|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. |
+ | |||
+ | 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]]. |
Revision as of 18:27, 20 October 2021
Whip creates a material-appearing, magical whip-like force that can be used as a weapon in combat, regardless of the caster's proficiency. Any target up to 2 combat hexes distance can be attacked.
Range | self |
Duration | 1 round per level |
Area of Effect | 10 ft. |
Casting Time | 1 round |
Saving Throw | none; see text |
Level | mage (2nd) |
The caster must apply the whip as though it were a weapon, expending the action points necessary to use it as a weapon. Once cast, however, the caster need not 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.
Hits
To hit the target, the caster must roll to hit armour class (AC) 10, regardless of the defender's armour. With each hit, the whip causes 2-5 damage. Creatures that are hit must automatically give ground, moving back 1 hex whether or not they're stunned. If there is no room to retreat, no additional effect results.
The whip can be used to disarm, if it hits AC 5 or better. A disarming hit allows the defender a saving throw against magic. A successful save indicates the disarm has failed; otherwise, the weapon is knocked from the defender's hand, as a fumble.