Cleon
Legend
Well, the area attack is also an interesting feature. As is the "wielder must have room in front and back," although I'm inclined to drop that part. Really, it's hard to see a whip being able to maintain its hold unless it's sticky somehow, but I'd be willing to entertain something like what the Veiled Maidens has, I guess.
I'll start a working draft to rough out some ideas:
Sunfire Whip
Evocation (?)
Level: Goat 4, Sor/Wiz 4 [?]
Components: V, S
Casting Time: 1 standard action
Effect: One whip
Duration: 1 round/caster level [?] or until discharged
Saving Throw: None or Reflex (see below) [?]
Spell Resistance: No
This spell creates a whiplike strand of energy in the caster's hand. The caster can attack any target within a 30-foot reach as if the sunfire whip were a melee weapon, except the caster does not threaten the area within the whip's reach. Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus. A sunfire whip's enhancement bonus increases to +2 against extraplanar creatures, +3 against undead and chaotic or evil outsiders, and +4 against chaotic evil outsiders such as demons.
A sunfire whip does 3d6 [?] damage, plus the whip's enhancement bonus (see above). It does double damage (6d6) to undead, chaotic or evil outsiders, and creatures to which sunlight is harmful or unnatural.
If the sunfire whip scores a critical hit, the target becomes entangled for 1d4 rounds as if they were trapped in a net attached to the caster by a 30 ft. long trailing rope (q.v. Net, except there are no size restrictions). Every round a target is entangled by the sunfire whip they automatically take damage on the caster's initiative (3d6 or 6d6 plus enhancement bonus, as above). The caster cannot attack other opponents with the sunfire whip while it entangles a target, but the caster can release the entangled target at any time as a free action. The entangled target can also escape by succeeding at an Escape Artist check or Strength check against a DC of 20 plus the caster's level.
The caster can discharge a sunfire whip as a standard action. This inflicts the sunfire whip's damage (3d6 or 6d6 plus enhancement bonus) to all creatures within 30 feet but allows a Reflex save for half damage. Discharging the sunfire whip ends the spell.
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