
delicious_day |
Ok, so I'm starting a new game with four players, and one guy playing a sorcerer is getting really into the game before we've even started. Today he gave me a proposal for a spell he wanted to create.
Fire Whip
School: Evocation
Components: V,S
Range: Self
Duration: 1 min/ lvl
Save: No
Spell Resistance: Yes
Effect: Summons a whip made of fire in the caster's hand. Attacks made count as melee touch attacks dealing 1d8 + 1/2 caster lvl fire damage. The weapon functions as a regular whip and can be used to disarm and trip. A disarm does no damage, but a trip attack does half damage. If the caster fails his attack and trips himself, he also takes half damage, or can choose to drop the whip. If the caster drops the whip it vanishes. The caster's cha/ int bonus is added to attack rolls and CMB checks. The caster's str or dex do not count towards attack or damage rolls. The whip may ignite combustible materials.
His question to me is what level the spell would be, but I'm not sure about the spell. I fear it might unbalance the game, since all the other players are pretty much going by the core rules. On the one hand, I love that he's really into his character, and I want him to be able to have fun with the game. But I also don't want the game to become unbalanced and spoil the fun for the other players. Any thoughts?
My immediate thoughts on the spell are to shorten the duration to 1 round/level and not allow half damage for trip attempts. Does that seem reasonable? Also, what level of spell might this be classified as?

Ipslore the Red |

Yes, 1 round/level is plenty for most combats anyway. Getting rid of half damage for trip is also reasonable.
It's basically flame blade with a whip, which makes it slightly better. Second-level is perfectly fine, because it requires the sorc in question to get into melee range, which is not good for casters. Plus you shorten the duration to 1 round/level, whereas flame blade is 1 minute/level.
I'd rate it as a moderate-to-strong 2nd level or a weak 3rd level.

Buri |

Flame Blade is level 2. This appears to be about on par with that. Note it is also 1 min/level in duration.
http://paizo.com/pathfinderRPG/prd/spells/flameBlade.html#_flame-blade
He probably just wants something like that but that acts like a whip. However, since he wants to add an ability mod to damage and do maneuvers with it, level 3 is quite likely justified.

bodhranist |

Using the casting stat mod for attack instead of str/dex seems like enough of a change from flame blade to warrant bumping the spell from 2nd to third level. I'd either let it stay at 1 min/lvl and drop the 1/2 damage on trip, or keep the trip damage, but reduce the duration to 1 round/lvl. As a spell and a touch attack, it should be able to damage creatures regardless of armor.

delicious_day |
Thanks, guys, this is a lot of great advice.
I will definitely address the issue with damage to creatures with +1 armor or +3 natural armor bonus. It'll probably end up as a level 3 spell with some change to allow it to deal damage to more enemies.
Thanks again. I'm seriously impressed with the quality of responses on this forum. You guys are awesome.

BigDTBone |

Using the casting stat mod for attack instead of str/dex seems like enough of a change from flame blade to warrant bumping the spell from 2nd to third level. I'd either let it stay at 1 min/lvl and drop the 1/2 damage on trip, or keep the trip damage, but reduce the duration to 1 round/lvl. As a spell and a touch attack, it should be able to damage creatures regardless of armor.
This plus the whip will give reach. Those things plus the fact that nothing similar exists on the sorcerers list would make me think 3rd level is appropriate. Beware of spamming this in conjunction with spectral hand.

Drachasor |
I'd say level 3 since it has reach and clean up the language and give it a small buff.
Fire Whip (Sor/Wiz 3, Magus 3, Druid 3, Bard 3)
School: Evocation
Components: V,S
Range: Personal
Duration: 1 min/ lvl
Save: No
Spell Resistance: Yes
Effect: Summons a ribbon of fire in the caster's hand, that functions exactly as a whip unless otherwise noted. The caster is considered proficient in all attacks with a Fire Whip, and they are resolved as melee touch attacks dealing 1d8 + 1/2 Caster Level damage (Max 1d8+10). His ability score that determines his spell DCs may be substituted for strength when determining bonus damage and to-hit with this whip. If used to disarm the whip does half weapon damage on a successful disarm attempt.
Since the whip is made of fire it can ignite combustible materials.
Part of me wonders if it shouldn't improve BAB for these attacks, but that's probably worth another spell level.
Kind of feel that Hair Whip would be cooler though.

BigDTBone |

I'd say level 3 since it has reach and clean up the language and give it a small buff.
Fire Whip (Sor/Wiz 3, Magus 3)
School: Evocation
Components: V,S
Range: Self
Duration: 1 min/ lvl
Save: No
Spell Resistance: Yes
Effect: Summons a ribbon of fire in the casters hand, that functions exactly as a whip unless otherwise noted. The caster is considered proficient in all attacks with a Fire Whip, and they are resolved as melee touch attacks dealing 1d8 + 1/2 Caster Level damage. His ability score that determines his spell DCs may be substituted for strength when determining bonus damage and to-hit with this whip. If used to disarm the whip does half damage on the disarm attempt.Since the whip is made of fire it can ignite combustible materials.
Part of me wonders if it shouldn't improve BAB for these attacks, but that's probably worth another spell level.
Kind of feel that Hair Whip would be cooler though.
I would give this spells to Druids and bards (whip proficiency after all) as well. Range should be "personal" and I would cap the 1/2 caster damage at max10.

Drachasor |
Kind of feel that Hair Whip would be cooler though.I would give this spells to Druids and bards (whip proficiency after all) as well. Range should be "personal" and I would cap the 1/2 caster damage at max10.
Done. Somewhat on the fence on the Bard/Magus level. Whether it should be 3 or 2 for them is debatable.
I also made the disarm damage only work if the disarm is successful. I made this do half weapon damage so you can't sneak a whole bunch of bonuses in there and dramatically increase your damage in a round with disarm feats and whatnot.

BigDTBone |

CWheezy wrote:I would say it is very fair as is, without a level bump.
It is worse than the best spells at that level, so seems fine
I'm with Wheezy here. That's a mediocre 2nd level spell, as is.
It would probably be the worst third level spell ever created.
-Cross
It is clearly superior to a already existing 2nd level spell, flame blade. Despite being based on the same damage model, this version also gives the user the ability to disarm and trip with the weapon, and to do damage with those maneuvers. This spell also lets you use your casting mod for attack where flame blade uses STR (yucky for casters) for attack bonus. This spell provides reach. There is also nothing like it on any arcane list (with the exception of Bards who follow Sarenrae). All of these things point me toward 3rd level for this spell.
Third Level spells worse that this one:
Explosive Runes
Sepia Snake Sigil
Arcane Sight
Tongues
Rage
Daylight
Fireball
Lighting Bolt
Illusory Script
Gentle Repose
Vampiric Touch
Beast Shape 1
Secret Page
Thats just the CRB.

Thymus Vulgaris |

As for determining the level, I'd compare it to the Tiefling spell Hellmouth Lash.
I've never dealt with making new spells, but maybe his whip should just be a sort of variant of Hellmouth Lash that conjures up a whip rather than using your own tongue? Maybe limit it to fire damage only, to balance it out with the sudden ability to speak while the spell is in effect?

Ipslore the Red |

No, they're not comparable. Hellmouth Lash maxes out at 5d8 at 10th level, for an average of 22.5 damage. This maxes out at 1d8+10 at 20th for an average of 14.5 damage and is already limited to fire damage. At 10th, it's an average of 9.5 damage, 13 points lower than Hellmouth Lash.
Plus, Hellmouth Lash can hurt creatures with armor and natural armor.

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I'd keep it 2nd level, but not allow the player to make maneuvers with it. The reason flame blade attacks don't add STR to damage is because it's immaterial. If you can trip someone with it, it's not immaterial.
With no maneuvers, the only difference between the whip and scimitar is reach vs a 18-20 threat range. I'd say that's a fair trade, especially if you don't allow the spell to give you whip proficiency.

Dekalinder |

Doing maneuvers with your casting stat is the whole point of the spell, if i get it right, not the damage.
Drop casting stat to damage is necessary imho or the damage will be too high. Keep it for to hit (and thus also for CMB)
Only think I would do is lower it to second level for magus and remove it from bard list. Bard shouln't get damaging spells or weapon like spells like that save very special cases.

Crosswind |
Third Level spells worse that this one:Explosive Runes
Sepia Snake Sigil
Arcane Sight
Tongues
Rage
Daylight
Fireball
Lighting Bolt
Illusory Script
Gentle Repose
Vampiric Touch
Beast Shape 1
Secret Page
1000% of the spells you listed are more useful than this spell. But let's focus on one or two: Why do you think that Fireball or Vampiric Touch, two legitimately okay third level spells, are worse than this spell?
-Cross

BigDTBone |

No, they're not comparable. Hellmouth Lash maxes out at 5d8 at 10th level, for an average of 22.5 damage. This maxes out at 1d8+10 at 20th for an average of 14.5 damage and is already limited to fire damage. At 10th, it's an average of 9.5 damage, 13 points lower than Hellmouth Lash.
Plus, Hellmouth Lash can hurt creatures with armor and natural armor.
I would say that since the attack is resolved as a touch attack it is pretty clear that the weapon can harm creatures in armor, however the suggested spell text should clear that up. I am certain it is the intent of the OP. Also, this spell is not instantaneous. At 10th level like you suggest it does 9.5 damage per round as a class with poor bab. At 11th level in the worst bab will allow an iterative attack for an average of 19 damage per round. Average combat being 5 rounds give or take means with one 3rd level spell you could put out 95 damage. Now imagine this in the hands of a Magus. Using spell strike and spell combat to get 3 attacks a round at 8th level for 25.5 damage per round (not including power attack) plus he gets to dump an 8d6 intensified shocking grasp into the first attack.
Yea, third level will be fine.

BigDTBone |

BigDTBone wrote:
Third Level spells worse that this one:Explosive Runes
Sepia Snake Sigil
Arcane Sight
Tongues
Rage
Daylight
Fireball
Lighting Bolt
Illusory Script
Gentle Repose
Vampiric Touch
Beast Shape 1
Secret Page1000% of the spells you listed are more useful than this spell. But let's focus on one or two: Why do you think that Fireball or Vampiric Touch, two legitimately okay third level spells, are worse than this spell?
-Cross
Those are clearly among the best on the list. But being able to trip (eating up their action economy) someone at reach with your casting stat and deal damage. Plus they will provoke when then stand because you threaten their square with your fire whip. So Trip + 15 damage (not including power attack) resolved against touch armor. Every round for the entire combat. Just using one spell?
Vampiric touch at level 5 you either provoke to cast or you end your turn next to the person you did it to. This spell neither of those happen. Vampiric touch does 3d6 damage (or 10.5) and you heal the same, yay! This spell lets you trip your opponent, which shuts down his action economy next round and deal 3 damage to him. When he stands back up you get to deal 6 more damage to him for a total of 9. Also, he didn't full round attack your face like the guy who we used vampiric touch on. I would say even at level 5 the trade off between one hit and full round is more than the 10.5 hp you healed (especially if you went first and didn't need to be healed yet)
Then the next round comes. We use vampiric touch again (we prepared it twice right?) or we just keep on using the same spell in our hand as the last round which did slightly less damage, but shut down an enemy and prevented a crapton of damage.

Crosswind |
So, the optimization mistake people are making here is to discount action economy.
Let's assume for a moment that this spell is either going to be level 2 or level 3. So a sorceror gets it at level 4, or level 6.
Assume clumsy enemies + 20 casting stat: This is going to hit 80%ish of the time.
So at level 4, your DPR with this is: d8+2 * .8 = 5.2 DPR.
This is an atrocious waste of a 2nd level spell, DPR-wise.
Let's (lolz) see what it does at level 6: d8+3*.8 = 6 DPR.
6 DPR is not a useful thing to do at level 6. You would be vastly better off casting fireball (With your 20 int, about 17 DPR to an area) and then using Ray of Frost for the rest of the combat. Did we mention that frontloaded damage > damage over time?
Hell, as a general rule you're better off casting burning hands then Ray of frost repeatedly.
Remember: The OP is not putting this on the magus spell list. He's not putting it on the druid's spell list. He's putting it on the sorc/wiz spell list, which has the best spells in the game for a reason.
I'd be perfectly comfortable with this as a level 2 spell, and possibly as a level 1 spell if it were de-powered in some way (not a touch attack, or lose the casting stat to attack).
-Cross

BigDTBone |

So, the optimization mistake people are making here is to discount action economy.
Let's assume for a moment that this spell is either going to be level 2 or level 3. So a sorceror gets it at level 4, or level 6.
Assume clumsy enemies + 20 casting stat: This is going to hit 80%ish of the time.
So at level 4, your DPR with this is: d8+2 * .8 = 5.2 DPR.
This is an atrocious waste of a 2nd level spell, DPR-wise.
Let's (lolz) see what it does at level 6: d8+3*.8 = 6 DPR.
6 DPR is not a useful thing to do at level 6. You would be vastly better off casting fireball (With your 20 int, about 17 DPR to an area) and then using Ray of Frost for the rest of the combat. Did we mention that frontloaded damage > damage over time?
Hell, as a general rule you're better off casting burning hands then Ray of frost repeatedly.
Remember: The OP is not putting this on the magus spell list. He's not putting it on the druid's spell list. He's putting it on the sorc/wiz spell list, which has the best spells in the game for a reason.
I'd be perfectly comfortable with this as a level 2 spell, and possibly as a level 1 spell if it were de-powered in some way (not a touch attack, or lose the casting stat to attack).
-Cross
Few things:
This spell only has to be cast 1 time, it lasts the entire combat unlike every spell you compared it to.
This spell lets you make trip maneuvers with whip proficiency AND do some small damage AND threaten an AoO when they stand back up.
Magus (while this may or may not be important to the OP) can add sorc/wiz spells to their lists with standard class abilities.

Crosswind |
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Those are clearly among the best on the list. But being able to trip (eating up their action economy) someone at reach with your casting stat and deal damage. Plus they will provoke when then stand because you threaten their square with your fire whip. So Trip + 15 damage (not including power attack) resolved against touch armor. Every round for the entire combat. Just using one spell?
Vampiric touch at level 5 you either provoke to cast or you end your turn next to the person you did it to. This spell neither of those happen. Vampiric touch does 3d6 damage (or 10.5) and you heal the same, yay! This spell lets you trip your opponent, which shuts down his action economy next round and deal 3 damage to him. When he stands back up you get to deal 6 more damage to him for a total of 9. Also, he didn't full round attack your face like the guy who we used vampiric touch on. I would say even at level 5 the trade off between one hit and full round is more than the 10.5 hp you healed (especially if you went first and didn't need to be healed yet)
Then the next round comes. We use vampiric touch again (we prepared it twice right?) or we just keep on using the same spell in our hand as the last round which did slightly less damage, but shut down an enemy and prevented a crapton of damage.
Hey, that guy made the bafflingly incorrect list, not me! I just pointed out the clear errors in it! =)
First, let's clear up a rules misconception that you may not be aware of: Whips don't threaten. From Whips, "The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack"
So there's no AoOs with this thing.
Second, what level are we talking about here? At low to mid levels, your wizard can try a trip maneuver and have a mediocre chance of tripping + doing like 3 damage.
At mid to high levels, this trip maneuver has about 0 chance of success, even against things with crappy CMD and legs. The Math does not support people who rely exclusively on A Stat to get CMB. So the tripping part isn't good.
About vampiric touch, I'm not sure you're aware of how it works: It gives temporary HP, not healing. So if you go first round and zap somebody with it, it works _awesome_. You get a lot of hit points. Finally, Vampiric Touch gets bonus utility points because anything else that adds to the damage (critical hit, sneak attack), ALSO gives you extra temporary HP, which is wonderful. Given that that temporary HP lasts up to an hour, you're probably going to get your use out of it too.
To summarize, two misconceptions are occurring. One is a rules misconception (whips don't threaten), and the other is a statistics misconception (a half-BAB class with stat to attack will actually succeed at tripping things a reasonable amount of the time).
The first, you can look up.
The second, I encourage you to go check out this document (https://docs.google.com/file/d/0B_z8_62f8rYHODdmYzNjMTItYTA1MC00NDc5LWI3NW EtY2RlZDAyNTg4YmQ0/edit)
Your average CR 4 monster has a CMD of ~18. This is not counting anything that's untrippable, 4 legs, etc.
Your whip-tripper has a +7 check (5 base stat, 2 BAB). Your trip works half the time. Bad news: It gets worse.
At level 10, it's 32. You probably have like a 24 intelligence at this point, so +7 bonus, +5 from BAB. You only can trip on a natural 20.
------------
So, basically, tripping with this is a waste of an action. doing damage with it is a waste of an action. Casting it as a level 2 spell is probably both a waste of an action and a spell slot, and casting it as a level 3 spell is a deed done for flavor only.
-Cross

Drachasor |
Hmm, let's buff it a bit, I think
Fire Whip (Sor/Wiz 3, Magus 3, Druid 3, Bard 3)
School: Evocation
Components: V,S
Range: Personal
Duration: 10 min/ lvl
Save: No
Spell Resistance: Yes
Effect: A a ribbon of fire in your hand, that functions exactly as a whip unless otherwise noted. You are considered proficient in all attacks with a Fire Whip, and they are resolved as melee touch attacks dealing 1d8 + 1/2 Caster Level damage (Max 1d8+10). Unlike a normal whip, this can deal damage regardless of armor or natural armor. Your ability score that determines your spell DCs may be substituted for strength when determining bonus damage, to-hit, and bonus to CMBs with this whip. Instead of BAB use your Caster Level to determine your CMB. If used to disarm the whip does half weapon damage on a successful disarm attempt.
As a free action you may dismiss your Fire Whip, freeing your hand(s). You may recall it as a free action at any time during the duration of the spell.
Since the whip is made of fire it can ignite combustible materials.
I upped the duration to 10 min/level, made clear that it works on armor, also added back in the Caster Level being used for CMD, and made it so you can free your hands during the duration if you want. Btw, since it is used as a whip you could wield it in two hands adding 1.5*Ability_Mod to damage (a whip is a one-handed weapon).
I did think about using your Caster Level or something instead of your BAB, but I think that infringes on class identity too much. I have thought about making it so that you can choose the element of the whip -- which might be a good idea.
That said, I think something that at 10th level can do 1d8+12 or so damage pretty easily is not bad at all with the duration. It would largely be used as a way to save spells. If you wanted it to be even better, there are lots of feats that could be used with this -- we must remember that.

Davick |

School evocation [fire]; Level WHATEVER 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Effect whip like flame
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A 12-foot-long, blazing wire of red-hot fire springs forth from your hand. You wield this whip-like beam as if it were a whip. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
-------
That's flame blade reworded. You now have a whip which comes with reach and the relevant abilities (tripping) but doesn't have the drawback of being unable to damage armor. And the duration was reduced to make sure it wasn't "strictly better" than flame blade.

Drachasor |
Thanks. One reason I changed the duration to 10 min/level is because 1 min/level is awkward.
1 round/level: One fight
10 min/level: Extended Excursion.
1 min/level: Fight over? Ok, GOGOGOGO! No time to search or loot, I can't let this spell run out!
So it isn't very conductive to a good session, imho. It did feel a bit weak for a 3rd level spell, but now I don't think anyone could argue it should be 2nd. And I think 4th is too much still.

Crosswind |
The last two posts are both good options for what the op is looking for. I would place the former at 3rd and the latter at 2nd level.
Particular nod to Drachasor for getting all the wording in there so it is clear what can and cannot be done with the spell.
Think those options are probably fair. Persistently using caster level as CMB instead of BAB, and also casting mod to damage, makes this a potentially useful 3rd level spell.
-Cross

Zog of Deadwood |

It is not necessary to ensure it isn't strictly better than Flame Blade. In fact, it should be at least a bit better, as it is an arcane damaging spell, rather than a divine damaging spell. Divine damaging spells are usually worse, by design, than arcane spells of the same level, except when they give some special advantage that is appropriate to their divine nature, such as increased damage to undead or unresistible "holy" damage or targeting selectivity vs certain alignments. Were that not the case, there would be no reason someone who wanted to play a blaster would not always play a divine blaster, aside from the RP challenge of playing a weaker alternative.

BigDTBone |

It is not necessary to ensure it isn't strictly better than Flame Blade. In fact, it should be at least a bit better, as it is an arcane damaging spell, rather than a divine damaging spell. Divine damaging spells are usually worse, by design, than arcane spells of the same level, except when they give some special advantage that is appropriate to their divine nature, such as increased damage to undead or unresistible "holy" damage or targeting selectivity vs certain alignments. Were that not the case, there would be no reason someone who wanted to play a blaster would not always play a divine blaster, aside from the RP challenge of playing a weaker alternative.
It's not "just" a divine spell. It is Druid only and deals elemental damage. Are a number of arcane builds that would love to find a way to get flame blade on their spell lists as written.

Zog of Deadwood |

It's not "just" a divine spell. It is Druid only and deals elemental damage. Are a number of arcane builds that would love to find a way to get flame blade on their spell lists as written.
Well, aside from Sarenrae worshipping bards and Samsarans with Mystic Past Life, there's always a 1-level dip into Magaambyan Arcanist, which would work for lots of different builds.

Zog of Deadwood |

That works for the bard. Samsaran would still have to be a divine caster. What is magaambian arcanist? I can't find it. The only class I am aware of that works like that is arcane savant, which would require a two level dip and would increase the spell level by 1.
You are quite right about the Samsaran thing. I have never played one, and forgot that detail.
The Magaambyan Arcanist is a prestige class found in Paths of Prestige, a Pathfinder Campaign Setting Supplement put out by Paizo. They've got several very nice abilities and get full spellcasting. It's a good PrC (and is also restricted to good-aligned characters). At first level they get an ability called Halcyon Magic.
Halcyon Magic (Su):
At each class level, a Magaambyan arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Magaambyan arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell’s type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Magaambyan arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).

BigDTBone |

BigDTBone wrote:That works for the bard. Samsaran would still have to be a divine caster. What is magaambian arcanist? I can't find it. The only class I am aware of that works like that is arcane savant, which would require a two level dip and would increase the spell level by 1.You are quite right about the Samsaran thing. I have never played one, and forgot that detail.
The Magaambyan Arcanist is a prestige class found in Paths of Prestige, a Pathfinder Campaign Setting Supplement put out by Paizo. They've got several very nice abilities and get full spellcasting. It's a good PrC (and is also restricted to good-aligned characters). At first level they get an ability called Halcyon Magic.
Halcyon Magic (Su):
At each class level, a Magaambyan arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Magaambyan arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell’s type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Magaambyan arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).
How does that interact with spontaneous casters spells known? Does it take a place or is it a bonus? That is a viable option but for the build that really gets oomph out of it, the dervish magus, it would be 13th level before he could get that on line. Though at 13th level he would be a badass.

Zog of Deadwood |

Zog of Deadwood wrote:How does that interact with spontaneous casters spells known? Does it take a place or is it a bonus? That is a viable option but for the build that really gets oomph out of it, the dervish magus, it would be 13th level before he could get that on line. Though at 13th level he would be a badass.BigDTBone wrote:That works for the bard. Samsaran would still have to be a divine caster. What is magaambian arcanist? I can't find it. The only class I am aware of that works like that is arcane savant, which would require a two level dip and would increase the spell level by 1.You are quite right about the Samsaran thing. I have never played one, and forgot that detail.
The Magaambyan Arcanist is a prestige class found in Paths of Prestige, a Pathfinder Campaign Setting Supplement put out by Paizo. They've got several very nice abilities and get full spellcasting. It's a good PrC (and is also restricted to good-aligned characters). At first level they get an ability called Halcyon Magic.
Halcyon Magic (Su):
At each class level, a Magaambyan arcanist chooses a spell from the druid spell list and treats it as if it were on the spell list of one of her arcane spellcasting classes. A Magaambyan arcanist must choose a druid spell at least two levels lower than the highest-level spell she can currently cast. The spell’s type becomes arcane and its save DC functions as normal for the arcane spellcasting class list she adds it to. The Magaambyan arcanist automatically learns this spell and adds it to her spellbook (or familiar if she is a witch).
Well, my face is sorta red right now. It would work for a magus, but wouldn't work for sorcerers. One of the prereqs is the ability to prepare 3rd level arcane spells.

Crosswind |
Majuba wrote:Casting stat to damage is too much, especially with caster level to CMB. This one spell would make casters the best trippers in the game.Citation needed.
Crosswind already did that higher up, lets see your math please
He doesn't need to, he's already wrong. Check out Telekinesis, which lets you do this:
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier.
...see anybody making trip wizard or trip sorc builds? No? Is it because they get no utility out of the follow-up AoOs, take forever to qualify for the feats, get no flat bonuses like almost every class that's good at tripping, and are bad at it? Yeees...
-Cross

Alexander Augunas Contributor |

Poor Op, it looks like this thread exploded into an argument that has nothing to do with your spell! I apologize on behalf of everyone ever. T_T
That said, I think modelling it after flame whip was a good suggestion. Compared to your final draft, I would add the following:
1) A line that states that the whip can deal lethal damage. An easy way to do this is to specify that the spell creates a +1 deadly flaming whip. It is worth noting that icicle dagger does not upgrade into a +1 weapon until 6th level (or when you get 3rd level spells) and it does not gain the returning property until 11th level, making it effectively a +2 weapon. You can argue both ways about keeping the spell as a result.
I would say that the whip needs to be able to deal lethal damage and it needs to be able to deal fire damage in order for this spell to thematically and mechanically make sense. This would be my take:
Flame Coil
School evocation [fire]; Level bard 2, druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F/DF (a masterwork whip worth 301 gp)
Range 0 ft.
Effect whip-like beam
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
You engulf the spell's focus in a dazzling coat of flames, creating a deadly weapon. Treat the spell's focus as a +1 deadly whip, allowing it to deal lethal damage. You are proficient with this weapon even if you do not possess Exotic Weapon Proficiency (whip). The spiraling flames allow the whip to damage foes with an armor bonus of +1 or greater or a natural armor bonus of +3 or greater. In addition, your whip deals an additional 1 point of fire damage per two caster levels (maximum +10). A flame whip can ignite combustible material such as parchment, straw, dry sticks, and cloth.

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Poor Op, it looks like this thread exploded into an argument that has nothing to do with your spell! I apologize on behalf of everyone ever. T_T
That said, I think modelling it after flame whip was a good suggestion. Compared to your final draft, I would add the following:
1) A line that states that the whip can deal lethal damage. An easy way to do this is to specify that the spell creates a +1 deadly flaming whip. It is worth noting that icicle dagger does not upgrade into a +1 weapon until 6th level (or when you get 3rd level spells) and it does not gain the returning property until 11th level, making it effectively a +2 weapon. You can argue both ways about keeping the spell as a result.
I would say that the whip needs to be able to deal lethal damage and it needs to be able to deal fire damage in order for this spell to thematically and mechanically make sense. This would be my take:
Flame Coil
School evocation [fire]; Level bard 2, druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F/DF (a masterwork whip worth 301 gp)
Range 0 ft.
Effect whip-like beam
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yesDESCRIPTION
You engulf the spell's focus in a dazzling coat of flames, creating a deadly weapon. Treat the spell's focus as a +1 deadly whip, allowing it to deal lethal damage. You are proficient with this weapon even if you do not possess Exotic Weapon Proficiency (whip). The spiraling flames allow the whip to damage foes with an armor bonus of +1 or greater or a natural armor bonus of +3 or greater. In addition, your whip deals an additional 1 point of fire damage per two caster levels (maximum +10). A flame whip can ignite combustible material such as parchment, straw, dry sticks, and cloth.
I like this one.

Alexander Augunas Contributor |

I don't think it is very good. You might use it for a couple levels if you are a whip build, but pretty soon an actual magic whip is going to be flat-out better and available all the time. No touch attack either.
So overall that's a REALLY specialized spell.
You expect to use a second-level spell forever?
The way I see it, the spell conjures a free 8,000 gp item for you and gives you the proficiency to use it. On top of that, it adds bonus fire damage to your whip's attacks, making it surprisingly effective for a Weapon Finesse build, as those characters do not normally possess a astronomically high Strength score to begin with.
The spell is plenty good at what it was designed to do, create a flaming whip that a spellcaster can use without needing Exotic Weapon Proficiency. 2nd-Level isn't the gamechanger level for spells, that's usually 3rd level. I don't think that Sorcerers/Wizards are going to want this spell any more then they'd want icicle dagger, and that's okay. Not every spell needs to be an acid arrow or a scorching ray. If they all were, then that would be a textbook example of power creep, which is what 90% of the offerings in this thread are.
That said, I could see adding level enhancements in the same manner was icicle dagger, maybe by improving the whip to a flaming weapon at caster level 10 and a +2 weapon at caster level 15. Or something similar.
Besides, the idea of a "touch attack beam of fire" that can trip people is silly. You can hurt people well enough with a spell like flame blade, but it is a beam of fire. Ergo, it has no corporeal form, which is why it is a touch attack and not a melee attack. How the heck do you trip someone with an intangible material like fire? I could see using a concussive explosion to trip / disarm people, but that would be instantaneous and not a whip you can actually hold in your hand. If you want to be able to trip and disarm someone with your flame whip, it needs to be tangible, hence the fluff that you use a masterwork whip as a focus. And if you have be a touch attack instead of a whip, then you are left with a weaker, reach weapon version of a druid's flame blade.