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Water Whip

School transmutation; Level cleric/oracle 1, druid 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1 Domain water 1

Casting

Casting Time 1 standard action Components V, S, F (a container of fresh water)

Effect

Range close (25ft + 5ft / 2 levels) Effect whips of water Duration instantaneous Saving Throw none; Spell Resistance no

Description

You manipulate a source of water within range to lash out at foes. You can have the whip either make a melee touch attack dealing 1d6 points of damage or attempt a trip, bull rush, disarm, or drag combat maneuver against a target creature within range. The whip uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. You manipulate one additional whip for every two levels, up to a maximum of six whips at 12th level. Each whip can attack the same or different target at your discretion. You must have at least one gallon of water within range for each whip you manipulate, otherwise you only create one whip using the material focus of this spell, regardless of caster level. If the target of the spell is underwater, you cannot deal damage to that target with a whip, but you can still manipulate the water currents around them to perform one of the available combat maneuvers.