The Dragonlance Nexus

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Fire Whip

D&D 3e (3.0/3.5) Rules

by Clive Squire

Fire Whip

Conjuration (Creation) [Fire, Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target/Area/Effect: 1 whip of fiery force
Duration: 1 round/level (D)
Saving Throw: None or Reflex negates (object); see text
Spell Resistance: No or Yes (object); see text

You hold out you hand, palm side up, as a gout of writhing flame extends from it into the shape of a whip.

You create a shimmering field of fiery force-like energy in your hand that acts exactly as a whip but dealing 1d4 points of force damage per three caster levels beyond 3rd (1d4 at 3rd level, 2d4 at 6th, 3d4 at 9th, 4d4 at 12th to a maximum of 5d4 at 15th level). The fire whip radiates a soft red-orange light, this light offers no real illumination.

The fiery whip can be created at any length, up to a maximum of 12 feet, granting the weapon a maximum reach of 27 feet. Only the you can hold and wield the whip.

Unlike a real whip, the fire whip is able to deal lethal or non-lethal damage and can affect a creature with natural armour higher than +3. You suffer no penalty for non-proficiency while you wield the whip and you provoke no attacks of opportunity while using it.

Just like a mundane whip, you gain a +2 bonus on all opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails) plus an additional bonus of +1 per caster level (to a maximum of +10).

The fire whip can cause any ignitable object struck by it to burst into flames if the object fails its Reflex save. Object that ignite deal 1d6 points of fire damage per round until either the object reaches 0 hit points or it is extinguished, whichever happens first. Creatures that are touching or holding objects that burst into flame suffer the initial damage and must make Reflex saves (DC 15) or be set on fire (for more information on catching on fire see the Dungeon Master's Guide, page 303).

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