Difference between revisions of "Whip (spell)"

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[[File:Whip (spell).jpg|right|490px|thumb]]
 
[[File:Whip (spell).jpg|right|490px|thumb]]
 
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'''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.
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
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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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[[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]].

Revision as of 18:22, 20 October 2021

Whip (spell).jpg

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.

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)

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 10, regardless of the defender's armour. With each hit, the whip causes 2-5 damage.