s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | River Whip | 0 | 0 | water | -1 | -1 | -1 | 1 standard action | 0 | V, S | 0 | no | 0 | -1 | 0 | whip of water | 2 | 0 | 0 | 0 | magus 2, sorcerer/wizard 2, witch 2 | Advanced Class Guide | 0 | Create a whip of water that you wield as a weapon. | 0 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | You create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee touch attack instead of a regular attack. Anything you strike with the whip takes damage and is doused with 1 pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames. After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged. The water created by this spell is otherwise identical to that produced by create water. | 0 | 0 | creation | 0 | 0 | 1 minute/level (D) or until discharged (see text) | -1 | 0 | -1 | 0 ft. | River Whip School conjuration (creation) [water]; Level magus 2, sorcerer/wizard 2, witch 2CASTINGCasting Time 1 standard actionComponents V, SEFFECTRange 0 ft.Effect whip of waterDuration 1 minute/level (D) or until discharged (see text)Saving Throw none; Spell Resistance noDESCRIPTIONYou create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee touch attack instead of a regular attack. Anything you strike with the whip takes damage and is doused with 1 pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames. After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged. The water created by this spell is otherwise identical to that produced by create water. | NULL | -1 | 0 | 0 | 2 | 0 | 2 | -1 | -1 | conjuration | -1 | 0 | 0 | -1 | -1 | 0 | -1 | 1 | 0 | -1 | 2 | 2 | 1 | -1 | -1 | -1 | NULL | none | 0 | -1 | 0 | 1 | You create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee touch attack instead of a regular attack. Anything you strike with the whip takes damage and is doused with 1 pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames. After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged. The water created by this spell is otherwise identical to that produced by create water. | 0 | -1 | 0 |
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