Whip of Jellyfish: A Nuisance Spell for Pathfinder

Whip of Jellyfish: A Nuisance Spell for Pathfinder

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There is something wonderfully distasteful about summoning a whip made of a swarm of writhing insects, a weapon that bites and envenoms the blood with each lash. But I say spells like whip of spiders and whip of centipedes don't go far enough. For innovation we must turn to the the sea, the source of all life an primal horrors. Besides, ain't jellyfish nasty?

There is something wonderfully distasteful about summoning a whip made of a swarm of writhing insects, a weapon that bites and envenoms the blood with each lash. But I say spells like whip of spiders and whip of centipedes don't go far enough. For innovation we must turn to the the sea, the source of all life an primal horrors. Besides, ain't jellyfish nasty?

WHIP OF JELLYFISH

School conjuration (summoning); Level bard 6, druid 6, sorcerer/wizard 6, summoner 6, witch 6

Casting Time 1 standard action

Components V, S, M/DF (a square of dried seaweed)

Range 0 ft.

Effect whiplike swarm

Duration 1 round/level (D (see text))

Saving Throw none; Spell Resistance yes

You summon hundreds of Diminutive jellyfish, which cling together in the form of a whip made for a creature of your size. You can wield the jellyfish as if it was an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a jellyfish swarm (3d6 points of damage plus poison). This swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and (unlike a swarm) is subject to a miss chance for concealment and cover.

The whip is immune to all weapon damage, is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). The whip takes half again as much damage from spells or effects that affect the area, but since it is considered part of your gear, it takes damage only if you fail a saving throw on a 1 or if it is specifically targeted by an opponent. This whip does not have a swarm's susceptibility to high winds and swift currents.

As a standard action, you can transform the whip into a jellyfish swarm (all squares of the swarm must be within 15 feet of you); thereafter it functions as summon swarm. The jellyfish swarm has 18 hit points and persists in that form for 2 rounds or until the end of this spell's duration, whichever comes first.

Jellyfish Poison - Swarm-injury; save Fort DC 16; Frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves

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