Dancing Whips
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 3 |
Target | Area |
Distance | Medium |
Lasts | 2 rounds per spell rank |
This spell summons a number of writhing, dancing lengths of material that operate as sentient spiked whips. The whips can each be controlled individually by the mage and act as spiked whips for all intents and purposes (the mage uses his Spell Ranks instead of Weapon skill in the Attack Roll). Commanding the whips, however many are present, takes 3 AP (the amount of time for using an actual whip). So for example, if the mage has 6 AP, the whips can be used to attack twice (casting this spell and using the whips once also takes 6 AP!). Any bonuses the mage receives for using whips, such as from a Combat Trump, can be applied to rolls made with this spell. The mage can attempt to trip, disarm, or entangle her opponents, or just whip them mercilessly.
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. Slime mages call this spell Tentacles and it summons black, stinging, acidic tentacles. Metal mages refer to it as Chain Gang, and it conjures lengths of iron chain with tiny barbs. In the verdance school, this spell is known as Rose's Fury, and it evokes sharp, thorny vines adorned with small rose buds.
Intensity Effects
- One whips
- Two whips
- Three whips
- Four whips
- Five whips