Right! In that case, Spell Magnitude empowerment probably covers what we want to do, given that this is a "special goatling spell."
Good!
So it's
sunfire whip next:
Sunfire Whip
Range: caster
Duration: 1d4+2 rounds
Effect: creates a powerful magical whip
The spell brings into being a huge strand of positive energy which can be used as a magical whip. It acts as if it were made of concentrated sunlight, instantly dispelling any
darkness spell or spell-like effect. The whip can be used as a weapon whose potency varies depending on the target, as follows:
[TABLE="align: center"] [TR] [TD]
Target[/TD] [TD]
Effect[/TD] [/TR] [TR] [TD]Greater Denizens of Entropy*[/TD] [TD]+4 weapon to hit and damage[/TD] [/TR] [TR] [TD]Enchanted Creatures**[/TD] [TD]+3 weapon to hit and damage[/TD] [/TR] [TR] [TD]Undead Beings[/TD] [TD]+2 weapon to hit and damage[/TD] [/TR] [TR] [TD]None of the above[/TD] [TD]+1 weapon to hit and damage[/TD] [/TR] [TR] [TD="colspan: 2"]*
especially demon-like creatures[/TD] [/TR] [TR] [TD="colspan: 2"]
** as defined in the Discerp spell description
[/TD] [/TR] [/TABLE] The
sunfire whip inflicts 3d6 pts of damage when it hits. It also causes double damage against creatures sensitive to sunlight. Strength and magical
plusses are added to hit and damage rolls. A modified hit roll of 20 or better will entangle its target for 1d4 rounds during which damage is automatically inflicted (no save). An entangled victim cannot move, attack, or cast spells while entangled.
The whip can reach a target 30' away, however, it also demands as much room behind the caster in order to be properly wielded. The whip cannot be used if obstacles or people stand behind the caster. It is also very loud. No special skills or proficiency are needed to wield it. Mastery skills or weapon specializations do not apply.
Empowerment cannot be used to alter the spell itself, but it can affect combat rolls as usual. It is not subject to a
Summon Coven spell.
The whip can be spun overhead, acting as an area-of-effect weapon inflicting 3d6 pts of damage (save for half) to all within a 30' radius. Although damage bonuses do apply, no hit roll is needed, no entangle can take place, and the spell ends at the end of the round during which the whip is used in this manner.