Target Movement and Limp Lash rules


Rules Questions


So this seems like a fun little spell to mess around with

Limp Lash

But just wanted to clear up the maximum length of 20feet. say you cast this spell against a creature 10 feet away from you, and then on his turn he moves 30 feet away thus technically exceeding the limit of the spell.

Does simply walking beyond 20feet end the spell ?

Can you as the caster hold onto the whip and either move with or be dragged along by the creature as it moves ?

Can you try and use the whip to prevent the creature moving beyond 20feet almost like a ranged grapple ?

Can you still cast spells while holding the whip in one hand ?

Could you channel touch spells down the whip while holding it ?

Once the creature is reduced to STR DEX or CON at 1 could you then cast a spell that does 1 STR DEX or Con dmg and knock them out or kill them, and not have them revive after you let go of the whip ?

Liberty's Edge

Your link has some problem.

Limp Lash wrote:

School necromancy; Level sorcerer/wizard 2, witch 2
CASTING

Casting Time 1 standard action
Components V, S, M (a dead wasp)
EFFECT

Range 20 ft.
Target 1 creature
Duration special (see below)
Saving Throw none; Spell Resistance yes

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
DESCRIPTION

You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed. You must make a ranged touch attack with this spell. If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal components). The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let go of the whip or it is destroyed. When the spell ends, all penalties the target took from this spell also end.

Bad description.

"You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed." apparently it paralize you immediately.
"If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed." Or not?

A stacking penalty to 3 characteristics? From a 2nd level spell?

No duration, so it last until "you let go of the whip or it is destroyed"^?

No concentration or other requirement, so you can do what you want with your other hand while using the whip?

No Sawing Throw?

I am ordering two dozen wands of this spell for any character with a good BAB and a half decent Use magic Device .


Diego Rossi wrote:

Your link has some problem.

Limp Lash wrote:

School necromancy; Level sorcerer/wizard 2, witch 2
CASTING

Casting Time 1 standard action
Components V, S, M (a dead wasp)
EFFECT

Range 20 ft.
Target 1 creature
Duration special (see below)
Saving Throw none; Spell Resistance yes

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
DESCRIPTION

You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed. You must make a ranged touch attack with this spell. If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal components). The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let go of the whip or it is destroyed. When the spell ends, all penalties the target took from this spell also end.

Bad description.

"You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed." apparently it paralize you immediately.
"If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed." Or not?

A stacking penalty to 3 characteristics? From a 2nd level spell?

No duration, so it last until "you let go of the whip or it is destroyed"^?

No...

Weird must be some strange redirect going on the address is correct.

but yeah seemed like a fun spell, I came across it since I'll be playing a goblin wizard

I read it as they are paralysed once one stat reaches 1


Can you enlarge this spell ? its not close medium or long its just 20ft

Liberty's Edge

Phasics wrote:

So this seems like a fun little spell to mess around with

Limp Lash

1) But just wanted to clear up the maximum length of 20feet. say you cast this spell against a creature 10 feet away from you, and then on his turn he moves 30 feet away thus technically exceeding the limit of the spell.

Does simply walking beyond 20feet end the spell ?

2) Can you as the caster hold onto the whip and either move with or be dragged along by the creature as it moves ?

3) Can you try and use the whip to prevent the creature moving beyond 20feet almost like a ranged grapple ?

4) Can you still cast spells while holding the whip in one hand ?

5) Could you channel touch spells down the whip while holding it ?

6) Once the creature is reduced to STR DEX or CON at 1 could you then cast a spell that does 1 STR DEX or Con dmg and knock them out or kill them, and not have them revive after you let go of the whip ?

1) No, the spell end when "you let go of the whip or it is destroyed".

Your first target should stop accruing penalties but he would not recover the reduced stats as the spell hasn't ended.

2) No

3) No

4)Yes

5) No

6)No. The whip penalty and the characteristic damage would overlap, not stack as the whip penalty can't push you at 0.
To make an example: your target has 12 constitution, you gave him 11 points of penalty and he is a 1 constitution.
You deliver 1 point of constitution damage. Now he has 11 constitution but the whip penalty is reset at 10 as the spell can't drop someone under 1 constitution.


I think I agree with you on those points but it always good to have a second opinion.

sound like a really fun spell, lash anything and eventually paralyse it and then do a little goblin victory dance on its back while it lies helpless :) love it

You can tell the guys were having fun when the wrote the goblin stuff

That that feat roll with it, that's just classic cinematic, goblin gets hit and goes flying :) and having mechanics for it is just gravy.

Liberty's Edge

Phasics wrote:

Weird must be some strange redirect going on the address is correct.

but yeah seemed like a fun spell, I came across it since I'll be playing a goblin wizard

I read it as they are paralysed once one stat reaches 1

I have redone the link in my reply and it seem to work perfectly. Strangely, as far as I can see it, the address is identical.

I concur that probably the target is paralysed only when one of his characteristics is reduced to 1, but the spell description contradict itself.

Phasics wrote:


Can you enlarge this spell ? its not close medium or long its just 20ft

Enlarge Spell (Metamagic): Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.

No, you can't enlarge it.

Liberty's Edge

Phasics wrote:

I think I agree with you on those points but it always good to have a second opinion.

sound like a really fun spell, lash anything and eventually paralyse it and then do a little goblin victory dance on its back while it lies helpless :) love it

You can tell the guys were having fun when the wrote the goblin stuff

That that feat roll with it, that's just classic cinematic, goblin gets hit and goes flying :) and having mechanics for it is just gravy.

The problem with this kind of fun thing is when you take it away from its specific niche and apply it in the "larger world" if become extremely powerful.

"My Samsaran bard with Mystic Past Life will take Limp lash at second level", "I will buy a wand of Limp lash", ecc. ecc.
Alchemist with 3+ arms? Make your attack wit the lash (from a wand) then pass it to one of your secondary arms that can't make attacks. 2 hands free to do whatever you want and a impressive level of stat penalties accruing on the target.

Rod of quickening: cast 1 whip quickened and attack a target, drop the whip, cast again and attack the target again. The penalties of different whips stack?
How many people can resist 2d6 of Str+Dex+Cos penalty for more than 1 round?


Diego Rossi wrote:
Phasics wrote:

I think I agree with you on those points but it always good to have a second opinion.

sound like a really fun spell, lash anything and eventually paralyse it and then do a little goblin victory dance on its back while it lies helpless :) love it

You can tell the guys were having fun when the wrote the goblin stuff

That that feat roll with it, that's just classic cinematic, goblin gets hit and goes flying :) and having mechanics for it is just gravy.

The problem with this kind of fun thing is when you take it away from its specific niche and apply it in the "larger world" if become extremely powerful.

"My Samsaran bard with Mystic Past Life will take Limp lash at second level", "I will buy a wand of Limp lash", ecc. ecc.
Alchemist with 3+ arms? Make your attack wit the lash (from a wand) then pass it to one of your secondary arms that can't make attacks. 2 hands free to do whatever you want and a impressive level of stat penalties accruing on the target.

Rod of quickening: cast 1 whip quickened and attack a target, drop the whip, cast again and attack the target again. The penalties of different whips stack?
How many people can resist 2d6 of Str+Dex+Cos penalty for more than 1 round?

Oh I totally agree you could break this pretty hard, but used in moderation i.e. don't hit your GM perfectly crafted BBEG on round 1 with it :P then I think its a really flavourful spell

A goblin bounty hunter RP concept plus this spell just works so well :)

btw whip damage doesn't stack as soon as the whip turns off the creature gets all its attributes back, and the whip could in theory be sundered


since this is a field of energy would it effect incorporeal creatures ? i.e. can you strangle a ghost into submission with it ?

Liberty's Edge

Phasics wrote:
btw whip damage doesn't stack as soon as the whip turns off the creature gets all its attributes back, and the whip could in theory be sundered

You can have 2 whips on the same target, one in each hand, so the question if the effect stack is important (or 3, 4 or more, depending on your number of arms, eidolon with good UMD?).

Phasics wrote:


Oh I totally agree you could break this pretty hard, but used in moderation i.e. don't hit your GM perfectly crafted BBEG on round 1 with it :P then I think its a really flavourful spell

I am mostly thinking of what can be done in PFS. In my home game I can simply say "this spell is banned".

Phasics wrote:


since this is a field of energy would it effect incorporeal creatures ? i.e. can you strangle a ghost into submission with it ?

Good question. I think it could. it is a magical effect so it will touch incorporeal creatures. It don't deal damage so it will not be reduced by the creature incorporeal condition.

Fluff about the neck aside it will affect creatures without a neck and in gaseus form.


Diego Rossi wrote:
Phasics wrote:
btw whip damage doesn't stack as soon as the whip turns off the creature gets all its attributes back, and the whip could in theory be sundered

You can have 2 whips on the same target, one in each hand, so the question if the effect stack is important (or 3, 4 or more, depending on your number of arms, eidolon with good UMD?).

Phasics wrote:


Oh I totally agree you could break this pretty hard, but used in moderation i.e. don't hit your GM perfectly crafted BBEG on round 1 with it :P then I think its a really flavourful spell

I am mostly thinking of what can be done in PFS. In my home game I can simply say "this spell is banned".

Phasics wrote:


since this is a field of energy would it effect incorporeal creatures ? i.e. can you strangle a ghost into submission with it ?

Good question. I think it could. it is a magical effect so it will touch incorporeal creatures. It don't deal damage so it will not be reduced by the creature incorporeal condition.

Fluff about the neck aside it will affect creatures without a neck and in gaseus form.

2 whips .... nice, that actually a really cool visual image of this goblin lashing a creature with necromantic energy whips bringing it to its knees.


Just thinking what metamagic/feat if any would be worth using with this spell and basically all I've come up that would be worthwhile is the magic trait to reduce metamagic cost -1 and then adding piercing spell for -5SR which is the only thing that can slow this spell down.

you wouldn't even need to take the feat that early either since SR monsters only really kick off after 5th/7th level.

I'm really liking that this is a spell is almost level independent apart from a possible need for SR check

Liberty's Edge

A small balancing point that I hadn't noticed:

"Target 1 creature"

So you can use the whip only against the target you did chose initially, you can't use it to attack other targets after the initial target has been dispatched or pre-cast the spell and go around with your lash ready for use.


Well I guess it is only a 2nd level spell it offers a fair bit already ;)

Would combo nicely with truestrike too

Grand Lodge

Does it count as a whip for feats, abilities, and spells?


blackbloodtroll wrote:
Does it count as a whip for feats, abilities, and spells?

whip-shaped field of energy , hard to say

you can't reuse or re-target it once you've latched onto the creature doing so would end the spell

might be able to make an interesting coup de grace build from it, and it gets pretty meaty either empowered or maximised


You know you could quite easily argue that since the spell range is 20 feet and the whip is around the throat of your enemy they can't move further than 20feet from you.


It's probably an opposed Strength check.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

In my experience it works just like an actual whip, so opposed str checks for them to move away. We played it that they would drag you with them. So we had a goblin sorcerer being dragged around by a werewolf, howling and yelling "Bad doggie, HEEL!" the entire time. It was absolutely hilarious. After about two rounds, the werewolf turned around and sundered the whip easily and ended the effect, but it was pretty effective.


Xavier319 wrote:
In my experience it works just like an actual whip, so opposed str checks for them to move away. We played it that they would drag you with them. So we had a goblin sorcerer being dragged around by a werewolf, howling and yelling "Bad doggie, HEEL!" the entire time. It was absolutely hilarious. After about two rounds, the werewolf turned around and sundered the whip easily and ended the effect, but it was pretty effective.

you make him roll an acrobatics check to keep on his feet while being dragged ?

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Yes we did, he failed. he fell prone and got dragged around, but refused to let go. since the werewolf was moving a full speed, he took some non-lethal damage from being dragged too. kinda like Indiana Jones in the last crusade, when he was getting dragged behind the truck, just less heroic and more funny.


nice should work in nicely with the build I have in mind for wiz/goblin and roll with it feat ;) +15 acro check at level 3 :)

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

haha, nice. Essentially, we made the acro check harder depending on how far the guy dragged him, the terrain, plus the drager's str mod. it was something like 10+terrain modifiers+5 for every five feet dragged+str mod of monster. something like that. I cant really remember.


Hah just realized could grab yourself a fly speed and then when they move around your getting whipped around behind them without ever touching the ground ,

Goblin Kite ! :)

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

yup. the whip itself is not hard to sunder, that's why the spell isnt that bad honestly. it's easy to end it.


Xavier319 wrote:
yup. the whip itself is not hard to sunder, that's why the spell isnt that bad honestly. it's easy to end it.

I think its more about picking your targets carefully.

e.g. throwing a limp lash on a wizard he's going to have a hard time getting through hardness 5 15HP, esp since energy damage is halved due to hardness.

or throwing it against a NPC or creature who's main weapon deals bludgeoning damage which is ineffective vs a whip and would do no damage

or using it in tandem with a disarm buddy since unarmed damage won't have much luck with the whip

not sure if piercing dmg works against whips or just slashing.

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