Whirling Blade

Thanee

First Post
I was thinking about the Whirling Blade spell from Complete Arcane...

Can you use special attacks, like Disarm or Trip with these attacks?

Can you use Power Attack on it?

Can you 'wield' the sword in two hands, if it is a one-handed weapon?

Bye
Thanee
 

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I guess it all comes down to how you interpret the phrases "normal melee attack" and "as if you had swung it in melee." Personally, my answer as a DM to your questions would be 'no' to all, more for ease of use than any other reason.
 

On the other hand, I would allow all the stuff you mentioned. I'd even allow you to use feats such as Improved Trip and Arcane Strike with it.
 

Arcane Strike could be fairly nasty.

As for trip... if it works, it would certainly require an appropriate weapon; not sure, if there even is one, that allows trip attacks and is a slashing weapon.

Bye
Thanee
 

Thanee said:
Arcane Strike could be fairly nasty.

As for trip... if it works, it would certainly require an appropriate weapon; not sure, if there even is one, that allows trip attacks and is a slashing weapon.

Bye
Thanee

From the PHB:
Guisarme, Halberd, Kama, Scythe, and Sickle.
 


The spell says "a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path...the weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats."

As I read it, that means that Power Attack damage applies (it's bonus damage from a feat) as well as Arcane Strike (again, it's bonus damage from a feat). Similarly, I see no reason that you couldn't attack two-handed with a one-handed weapon--provided that you had the free hand to begin with. I'm not certain about special attacks like Trip and Disarm except that I am certain you wouldn't get the follow up attacks from Improved Trip. Even making the trips/disarms seems somewhat inappropriate for the spell which is described as hurling your weapon--at least if you trip/disarm some but not all of your targets. (And, if you apply the rules strictly, a failed trip or disarm attempt would let the enemy trip or disarm you since the spell doesn't say that it voids that rule. It's plainly ridiculous, however, since you are not holding the weapon. In order to make that work, you'd have to say that a successful counter trip/disarm by the enemy stops the blade where it is--and it you're making up house rules to deal with the situation anyway, you might as well make a house rule that preserves the flavor of the spell and say "no trips/disarms...." And while you're at it, no sculpting the spell either. Four ten foot cubes would just be silly.)
 

Elder-Basilisk said:
And while you're at it, no sculpting the spell either. Four ten foot cubes would just be silly.

Then the spell would have to be renamed to Bouncing Blade, I suppose. :D

As for disarming/tripping, when the attack fails and the counter-attack succeeds, the weapon would probably be dropped on the square and the attack stop, but it's certainly simpler to avoid those issues altogether, right.

Bye
Thanee
 

I would rule that only basic attacks and Power Attacks are allowed. That seems to best fit the spirit of the spell. I would allow two-handed damage, but would probably impose the restriction that the spell then becomes a full-round action (not one full round, where it takes effect just before your next turn; I mean like a full attack action or other action where you can't take a move action in the same round), to fit in with the rules for throwing larger weapons (PHB 113, Thrown Weapons). Don't forget to apply any non-proficiency penalty to the roll, too, since it does state "just as if you attacked with the weapon in melee."

However, I could see how a trip attack could also be appropriate: Hurl the weapon at ground level, with it spinning along it's path like a lawn mower blade, so that it strikes at foot and knee level to trip; the problem comes in resolving a failed trip attack. I would treat it as using a whip, where you can drop your weapon to avoid being tripped, and end the spell with the weapon in the square where it was when it failed the trip attempt, and not have it return to you?. Disarming could also work, but if you fail the disarm, the spell ends again and drops the weapon where it failed the disarm attempt at, or it could be grabbed if the target of the disarm had a free hand.

But all that may be too many options for a second-level spell. I personally would keep it as standard attacks and power attacks. And as a clarification, if you cast this spell during a suprise round or other time when the enemy is flatfooted, you would apply sneak attack damage as well, as I read it.
 


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