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. Slime mages summon black, stinging, acidic tentacles. Metal mages conjure lengths of iron chain with tiny barbs. Verdance mages evoke sharp, thorny vines adorned with small rose buds.
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.
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
Tentacles | Chain Gang | Rose's Fury | |||
Twister | Dissolve | Bullet Storm | |||
Thunderstorm | Deluge | Sonic Boom | |||
Downfall | Solar Flare | Eclipse |
Intensity Effects
- One whips
- Two whips
- Three whips
- Four whips
- Five whips